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.