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  1. #1
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    In my opinion, to add a 1 button combo option (perform Impulse Drive > Disembowel > Chaos Thrust by pressing 1 > 1 > 1, instead of 1 > 2 > 3) ....


    as well as...

    Removing animation lock from abilities (actions oGCD/actions that are not weaponskills)

    Would result in a need for another entire battle system overhaul.
    (Akin to restoring the 1.0 combat system but to a much worse version. Continue reading...)








    Currently the game is designed in such a way, that the player is mindful of their actions and their timing, as well as mindful of their characters position.

    Removing the need to be mindful of the characters actions, by implementing a 1 > 1 > 1 combo system, and a Macro'ed buff button, would result in a 1 > 2 > 1 > 2 combat system. Which is worse than the original 1.0 combat system, where you spammed the "attack button" and then used other actions once you gained the appropriate amount of TP.


    If they implemented what youre asking for and the 1 > 1 > 1 system they now have in PvP, they would need to add a vast array of other battle mechanic elements, or else this game would fall faster than 1.0. So no thank you.



    TLDR:

    So no, they should not implement the current PvP "press 1 button" combo system into PvE, nor should they remove the need to properly time abilities (oGCD actions) animation lock. As this would result in a recreation of a worse 1.0 combat system of spamming an "attack button" over and over and a "buff" button over and over. At least not without adding many more elements to the combat system.
    (0)
    Last edited by Daniolaut; 05-25-2017 at 02:38 AM.

  2. #2
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    Shurrikhan's Avatar
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    Quote Originally Posted by Daniolaut View Post
    [It] would result in a need for another entire battle system overhaul.
    (Akin to restoring the 1.0 combat system but to a much worse version. Continue reading...)

    Currently the game is designed in such a way, that the player is mindful of their actions and their timing, as well as mindful of their characters position.

    Removing the need to be mindful of the characters actions, by implementing a 1 > 1 > 1 combo system, and a Macro'ed buff button, would result in a 1 > 2 > 1 > 2 combat system. Which is worse than the original 1.0 combat system, where you spammed the "attack button" and then used other actions once you gained the appropriate amount of TP.

    If they implemented what you're asking for and the 1 > 1 > 1 system they now have in PvP, they would need to add a vast array of other battle mechanic elements, or else this game would fall faster than 1.0. So no thank you.


    TLDR:

    So no, they should not implement the current PvP "press 1 button" combo system into PvE, nor should they remove the need to properly time abilities (oGCD actions) animation lock. As this would result in a recreation of a worse 1.0 combat system of spamming an "attack button" over and over and a "buff" button over and over. At least not without adding many more elements to the combat system.
    1. Dynamic slots and removing animation lock are entirely separate issues. The first is bloat reduction with no effect on the actual combat system. The latter is a can of worms, and can affect combat.

    2. There is virtually no reason to remove animation lock, as our oGCD contribution and any potential skill-gap within is already on the chopping block for 4.0.

    3. The "timing" of delayed usage of duration buff abilities vs. instant usage for all other abilities is also mostly scheduled for gutting or removal in 4.0, primarily by removing all but 4 fixed duration buff abilities as to remove the "delay" side from most jobs and greatly diminish skill-gap caused by optimal "windowed" play and CD sync/synergy.

    4. It's the buttons. It's the actions they complete. Do you consider each second in which you hold down W to be a separate action? Why would Full Thrust combo then be any different when there is no viable reason by which to end that combo early? Why does it deserve 3 buttons while 'forward movement' gets only one?

    5. There's no change to combat made by changing the hotkeys. It is literally the same thing as having a macro attached to Deliverance that swaps Fell Cleave into your Inner Beast slot, and vice versa.
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  3. #3
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    Quote Originally Posted by Shurrikhan View Post
    Do you consider each second in which you hold down W to be a separate action? Why would Full Thrust combo then be any different when there is no viable reason by which to end that combo early? Why does it deserve 3 buttons while 'forward movement' gets only one? .
    Why?....

    Because "W" or walk, or movement is one continuous motion.

    Not only is it a continuous motion, its only one motion/action. Your character is walking.

    What youre trying to imply is Impulse Drive, Disembowel, and Chaos Thrust for example, are all one action, when they are not. They are different actions, with different animations, executing different outcomes.

    If they were to change combos into just "attacks" like I said, they would need to add more elements to the combat.

    Again, referring to 1.0, when performing simple "attacks" you had an attack button, that you pressed over and over. What youre asking for, and Yoshida *removed* the attack button in 1.x and change it to "auto attack." Which is what we have now.

    The reason is, its auto attack, is because its one continuous, repetitive motion, very much like your walk example.




    Again, reducing combat, into just pressing attack, without adding a vast array of other elements to the combat system, would make for a very boring meaningless game, just with flashy animations... Mind you, which people already complain about.



    So I stand my ground, that they should not implement an even more simplistic combat system.
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  4. #4
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    Quote Originally Posted by Daniolaut View Post
    Why?....

    Because "W" or walk, or movement is one continuous motion.

    Not only is it a continuous motion, its only one motion/action. Your character is walking.

    ...They are different actions, with different animations, executing different outcomes. ...
    To even further expound, movement is "complex" in this game, as Left, Right, Back, and Forward are all *different* actions, resulting in different outcomes.

    If you *move* the wrong way, when there is an incoming attack, you are penalized, by taking damage.

    In the same way, if you press the wrong button in your combo, you are penalized, by a lower damage outcome.....


    So, movment, forward, is one button, and movement to the right is a complete separate button, with a different outcome, thus.....


    they cannot, nor should not be one button.
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  5. #5
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    Shurrikhan's Avatar
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    Quote Originally Posted by Daniolaut View Post
    and movement to the right is a complete separate button, with a different outcome, thus.....

    they cannot, nor should not be one button.
    And yet at no point in the process of moving 'down' the Full Thrust (+1) line can you ever apply anything 'up' the Chaos Thrust (+1) line, nor can you viably self-buff or open-DoT until its completion. And you certainly can't use multiple of the four choices simultaneously.

    So why should any of those four decisions require any more than one key? There is no advantage to spending those extra 6 button slots on it.

    Again, I would PREFER that there were such an advantage. I would prefer to have 10 actual, separate weaponskills, not just 4.
    But as long as we do not, why purposely bloat the bars, capping out the amount of actual decisions we have available to us all the sooner?
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