My attempt at simple but mostly comprehensive solutions for each issue from a basic interface or QoL function standpoint.
Reducing Button Bloat
User Interface:Stacked SlotsStacked slots are multi-skill dynamic slots providing functionality similar to macros but accessible through standard means. They queue as would any singular hotbar key or its slotted skill, but they allow the key to perform any of several actions based on priority—abilities not available will be skipped. The slot will assume the icon and tooltip of the highest priority skill currently available. Augmented (e.g. Straighter Shot) or buff-combined (e.g. Life Surge + Full Thrust) variants of skills may be considered and prioritized separately from their original form.
One could thereby, for instance, combine either of the Dragoon’s four-step combos into a single key, combine all of the Monk’s weaponskills into 3 slots, or even sequence a full series of oGCD cooldowns into a single slot.
By default, when multiple cooldowns must be shown within the same stacked slot, they occur in outmost to innermost radial indicators. Other options are available.
Stacked slots are created by dragging an additional skill to an already filled slot while the hotbar lock is on, and selecting “stack” instead of “replace”. With the lock off, placing a skill over an unstacked slot will simply replace the assigned skill. Upon stacking, an additional window will open, allowing you to adjust priority order of the stacked slot, and append variation tags. Skills added will default to the highest priority. Combos are automatically priority ordered.
The command /hotbarlock (short-script /hbl) has been added to toggle the hotbar lock without requiring the hotbar 1 lock graphic to be visible.Cycled / Radial / Quick-bar SkillsThis essentially just allows for skills like Summon I, II, and III to be placed into one. Queuing Summon will open a radial or quick palette that allows you to select which Summon you next want. With such a system in place, you could have 10 summons and still spend only one button on them.Charge SkillsThis essentially just allows for skills like Thunder I, II, and III to be placed into one. Because they only differentiate by cast time, the spells can be slotted into one and be differentiated based on how long they are held. In short, you would have Thunder, which advances if held until a queue-registerable time before its completion time to Thunder II, and in turn to Thunder III. At this time, it will not, however allow analog charging. It will simply release at the next cast completion time from whereto it was held. In either case, however, this would require actual game design changes that would allow a spell to change identity (in the analog case, effect) mid-cast.
Reducing Skill Gap
Improving information and instruction via menu resources.Actions and Traits replaced by the “Martial Tome” and “Trade Book”All combat-related actions are stored in the Martial Tome, and the rest in the Trade Book. Some may appear in both (e.g. primary actions). Menu “actions” may also now be clicked and dragged to your hotbar, such as “return”, “mounts”, or even teleporting to a specific location. A “slot” button has been added to the controller menu hotbar key-binds, allowing for the same.
The user interface of the combat-related Actions, as now kept in the Martial Tome, has been greatly improved. By default, skills are now sorted by function, and include graphical tags for Empowerment, Enfeeble, Vulnerability, Direct Damage, and Duration Damage. Combos are placed together and make their relationship very, very clear.
The Martial Tome also includes toggleable fly out menus for additional notes and a player rendering of the skill mentioned as used against a level- or progression-appropriate enemy in its usual context—
e.g. a combo skill would show the skill or skills before it in sequence, and would weave in level-appropriate oGCDs, while buffing oGCDs like Power Surge, Duality, Barrage, or Life Surge would also show the level-appropriate skill that would most benefit from it thereafter. This would be shown against a mob frequently encounterable at your level, or in demonstrating the benefits of, say, a defensive additional skill, against one of a boss's attacks in which it would be significant.
The Martial Tome also includes an additional tab for open notes, which includes an imbedded functionality for notating rotations, and allows these rotations to be simulated and optionally rendered, with their buff and debuff durations tracked. These renderings can be paused, rewound, and advanced. They will mimic the same latency as in actual play, and oGCD that are expected to clip will be highlighted in their notation.
Improving information and instruction via auxiliary resources.
The Training RoomThis is an added functionality available to just about any striking dummy or in a friendly duel, allowing you to record your rotation as it plays out into your Martial Tome for later study, just as with any simulated rotation. It also includes a modified potency parser.
You can also simultaneously play any notated or other recorded rotation from your Martial Tome with your training run in order to attempt to match to it and show any deviations from it. This is recommended for players attempting to learn a tight fixed rotation, but it is warned that true combat will rarely be so enabling.
Combination – Button Bloat & Skill Gap
Reducing ChaffReducing Artificial Difficulty in SkillsHere “artificial difficulty” in skills is characterized by any skill that does allow for a point of decision. Their additions to gameplay are purely rhythmic, and lackluster even then. Luckily, there are very few of these. Power Surge is the only true example, as there is never a greater benefit to use the skill on a Spine-shatter Dive instead of a Jump, and with the ten-second buff window, it will never have to be delayed in any way that its consuming skill would not also.Pruning or Revising Non-Tactical Additional Skills
There are two solutions for dealing with artificial difficulty:
- Revise the skill to allow for a point of decision, however situational (e.g. a longer stun on Spine-shatter Dive when improved by Power Surge).
- Combine the skill into its bound correlative (e.g. drop Power Surge and buff Jump).
(In the given case, the only change will be up to one GCD less of ramp-up, assuming GCD-bound effects like Heavy Thrust and Disembowel were already in place.)“Non-tactical” skills here refer to any skill or effect therefrom that is not significant, reliable, or otherwise functional enough to allow for a change of tactics. Examples include Keen Flurry or Featherfoot. That said, these are much harder to determine. Featherfoot, for instance, may be worthwhile against an enemy that cannot one-shot you, in that you could stay until reduced below a margin of health at which the next blow would be fatal, carrying 100% physical mitigation for x duration of time, if any only if it would cause a difference in how you (by extension of your party) are healed. However, it has zero effect except as a desperate last resort against an enemy that can one-shot you. Because in 99.9% of cases, your life is worth more than your few seconds of uptime, its usage, or alternatively your survival, ends up a non-decision, and its chance benefits are therefore omitted. To revise these, one would need to either:
- Append additional benefits to the skill to allow it to function to tactical significance in virtually all type-applicable contexts (e.g. physical for Featherfoot), albeit it only for a portion of applicable instances due to its cooldown, or —
- Revise the mechanics behind such abilities, such as evasion or parry, wherever the game as a whole could also benefit, to the same effect.