Quote Originally Posted by Zered View Post
No it wouldn't be horrible. They can add different abilities that actual do stuff instead of Single target attack #1, #2, #3, #4,#5,#6. Are we really going to pretend this is engaging gameplay?

In WoW you have an aoe that does slow, an aoe that does pure damage, a quick single target shot, a slow single target shot, a slower but bigger single target shot, mechanics to proc instant casting or mobile casting, crowd control abilities, defensive abilities, debuffs, buffs, utilities like evasion or cleanse or buff steal, etc. You use them all as appropriate as the combat situation changes and as enemies take certain actions.

In ff14 you have 10 buttons that do the same exact thing and we want to pretend we 'defining aspects' or actual gameplay? I doze off running dungeons because all you do is walk forward and then spam 3-6 buttons in rotation and throw in a few oGCD in between every few seconds that generally do the same thing the GCD is doing. Rinse and repeat until you get to the boss and hopefully that boss is in later expansions and has interesting mechanics instead of the usual aoe/cone/tank buster that all the early game bosses do.

You know what's funny? Pvp only has 6 class skills and 6 pvp actions and it is more engaging and dynamic than regular gameplay. Each button does a unique thing. You decide to go in or dip out, block damage, heal up, stall, LB, regular damage, burst damage, etc. So few buttons but so much strategy and engagement. You can dive into a crowd and kill someone and somehow make it out alive by playing your cards right.
Believe me when I say that I've been advocating for exactly the same paradigm that you describe. But at this point I think that's not the game FF14 wants to be anymore.

See my reply just above. We want to be challenged intellectually, but the current audience of the game wants to be challenged on rote memorization.