I do this too. Now I am at the mercy of number 1-10 and other ridiculous things that don't actually have anything to do with the content.
How do you identify a macro for Hallowed Ground? You assign it Hallowed Ground icon!
At least make the icon match the /micon![]()
I agree, I use macro chains to build aggro and like to start off with the icon picture for the first ability in the chain. I have macros on several different jobs and it is difficult to remember what chain is linked to these generic number icons.
Imo the ability to assign the spell ability picture to the macro was much better.
I'd have liked some of the new icons if they'd been added to the previous list to expand the number of choices. They do represent an area that was lacking in the previous set of options. (There are some macros that don't necessarily equate to one particular skill, and these new more generic icons allow for that.)
But it's ridiculous to take away the widely used (and widely useful) set of ability icons just to add a few generic ones in their place. We should have both sets available.
What IDIOT though of REMOVING the previous icons???? While I might find use for / like some of the new Icon I do most certainly miss the ones that have been removed. Please STOP messsing the stuf which is not broken and put those back - even at cost of loosing the new "generic" icons. Wasn't the cog wheel overlay graphics over the original icons enough to distinquish between macros and actions?
I agree that this was a change for the worse and does very little to expand on the game. What's the point of directing their users to a Available Icons list when you're unable to either use most of them? Honestly I wish they'd put the old macro system back.
Here, here! GIVE ME BACK MY ICONS!
Still nothing from Square?
They are probably worried about ps3's blowing up with memory issues. Got to dumb it down to save memory that way it will load with more consistency... maybe? lol
Removing the old icons was a really bad idea. It makes it so much harder to keep track of what's what in the macro editor. I also set my icons for primarily visibility in the editor. /micon takes care of the icon on the bar, which is sometimes different than what i set in the macro editor, and i like it like this. Why don't you just make the icon picker window a little bigger, add a scroll window to the left with tabs in it which has various categories, like each class, then have the right side be the icons with the numbered tabs? Kinda like a mixture of how the achievement window works and the current icon picker.
Quick copy and paste example:
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Last edited by Magictrix; 04-07-2014 at 06:14 AM.
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