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  1. #1
    Player
    Martin_Arcainess's Avatar
    Join Date
    Aug 2013
    Location
    Ul'Dah
    Posts
    1,061
    Character
    Martin Arcainess
    World
    Phoenix
    Main Class
    Dark Knight Lv 90

    How many skills is too many?

    So the more skills we have the better more options for us to choose from and makes the battle style more fun to do. But to what point is considered too many skills? 20? 30? 40?? 50?!?

    Me? I think around 25ish mark is a enough skills for any player to have.
    (3)

  2. #2
    Player
    Skyrior's Avatar
    Join Date
    Jan 2017
    Posts
    167
    Character
    Skiros Drakon
    World
    Jenova
    Main Class
    Astrologian Lv 90
    I don't see how Tataru is an Imperial spy. Where is your justification for that?
    (12)

  3. #3
    Player
    Felis's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    12,287
    Character
    Skadi Felis
    World
    Ragnarok
    Main Class
    Pugilist Lv 70
    3 crosshotbars are still comfortable to navigate during battle with controller
    16 slots * 3 = 48 skills. Maybe 42 skills to save some slots for pots and macros
    (4)

  4. #4
    Player
    NovaLevossida's Avatar
    Join Date
    Sep 2013
    Posts
    984
    Character
    Kaiser Sturmwind
    World
    Famfrit
    Main Class
    Marauder Lv 50
    I've seen much less complicated games use far fewer buttons for a much more challenging experience. I don't think there's a need to have 40 buttons or even more than 20 you hit regularly. There's a lot of redundant stuff in there, and most jobs have a ton of OGCDs just to give you something to activate between GCDs that aren't meaningfully used (really, they're just hit the moment they come off cooldown unless it's a rare one with movement that you'd save momentarily to jump back on a boss or add like with Plunge).

    It's really just a complexity created by the hotkey-based design of the game, and you can see other things similarly created just for the sake of creating complexity where there was none before (having to use cleric stance to get the same damage you would otherwise get in other games, having to have enochian up just to cast your highest tier spells, etc).
    (19)
    Last edited by NovaLevossida; 05-07-2017 at 02:54 AM.

  5. #5
    Player
    Nixxe's Avatar
    Join Date
    Mar 2015
    Location
    Ul'dah
    Posts
    1,470
    Character
    Nixx Delumi
    World
    Sargatanas
    Main Class
    White Mage Lv 80
    35-40 is generally a good number, provided the abilities are good ones. Anything more than that and I start having to really work to find keybinds for them, many of which are just uncomfortable to use and do not really get more comfortable with time. I wouldn't try to really pick any number as some sort of target and I think designing that way, as opposed to making sure the kit feels complete and well-rounded (at least to the extent it's supposed to be), would be a very poor choice. I do generally like having more skills rather than fewer though, as it usually opens up more ways to approach a given situation in the game and a lot of those abilities can be somewhat niche abilities that really enhance the flavor of a class. However, it was more important to me in WoW than in this game, which has a lot to do with what abilities exist and how they work.
    (2)

  6. #6
    Player
    Ririta's Avatar
    Join Date
    Mar 2017
    Location
    Ul'dah
    Posts
    444
    Character
    Ririta Rita
    World
    Behemoth
    Main Class
    Thaumaturge Lv 100
    Quote Originally Posted by Martin_Arcainess View Post
    more options for us to choose from
    It's never a choice.

    Anyway, more than 10 is too much.

    GW2 has the best system for this kind of combat. One auto attack spell and the rest are cooldowns. Change stance/weapon and you get different spells.

    My Elementalist has like 25 spells on 10 buttons.

    Back to FFXIV, I don't understand why we need to bind all those skills. For example, Chaos Thrust and True Thrust combos could've been 2 buttons instead of 6. Cleric Stance could change our hotbar to be a DPS one, since we won't be healing when it's active, and won't be DPSing when it's not.

    Playing on controller helps but it's still has a rather high learning curve.
    (17)
    Last edited by Ririta; 05-07-2017 at 05:15 AM.

  7. #7
    Player
    Remus's Avatar
    Join Date
    Aug 2013
    Location
    Garlemald
    Posts
    1,392
    Character
    Robas Kebas
    World
    Odin
    Main Class
    Samurai Lv 100
    30 like DRG right now... That's not including PVP skills by the way. Needs to be a lot less.
    (1)

  8. #8
    Player
    Kaethra's Avatar
    Join Date
    Oct 2013
    Posts
    1,059
    Character
    Kaethra Tatrinae
    World
    Leviathan
    Main Class
    Conjurer Lv 70
    5-6 active skills.
    1-3 cooldowns.
    2-4 situationals.

    That's just what goes on the hotbar. What I'd like to see with combos is make them actual combos where the abilities change based on what you used prior. Sort of like Ninja mudras. You can easily double or triple the number of skills that way without using up 2-3 hotbars.
    (7)

  9. #9
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,255
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    When 3 hotbars consisting of 12 buttons each (36 total) no longer are enough.
    (3)

  10. #10
    Player

    Join Date
    Aug 2016
    Location
    Gridania
    Posts
    338
    Quote Originally Posted by NovaLevossida View Post
    I've seen much less complicated games use far fewer buttons for a much more challenging experience. ...
    @NovaLevossida, totally agree with everythning you said.

    People who think 30/40/50 buttons are needed are simply confusing convolution with challenge. There's a lot of fluff in XIV's existing skill sets which seem to be there simply for padding out the numbers.
    (15)

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