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  1. #151
    Player
    Ashua's Avatar
    Join Date
    Mar 2017
    Posts
    148
    Character
    Ashua Rajin
    World
    Balmung
    Main Class
    Dark Knight Lv 80
    Lets not even go there. If they want to create a job with more simplified gameplay that is fine but leave intricate and complicated jobs that reward high end mastery for those who enjoy that style as well. I do not see why they cannot have both. If they automate use of abilities like they are in pvp to the rest of the game I might not enjoy the game I do now.

    Now if they can add some complexity without needless tedium that is different. I have no qualms with combos shrinking to 1 button if they add more abilities to keep it about the same it has been for certain jobs.
    (0)
    Last edited by Ashua; 05-26-2017 at 08:40 PM.

  2. #152
    Player Mindiori's Avatar
    Join Date
    Jul 2016
    Posts
    163
    Character
    Reika Hanehara
    World
    Ragnarok
    Main Class
    Archer Lv 70
    Quote Originally Posted by Oxmodial View Post
    So you're asking for automated gameplay because learning a pattern is too hard. Got it.
    You're entirely correct of course, despite their laughable attempts to play with words and imply a different meaning.

    Certainly, in comparison to the mmo's of old, the imput and player skill requirement in this game is negligible. If not almost zero. As they themselves state, not all people share the same opinions and I walk the line in this game, having been a competitive mmo gamer for many years (during their golden era, if such a thing even existed). Although I love the theme, core design and polish, I find the gameplay increasingly over simplified an mundane across the board. Any further reduction in required management and imput, regardless of whether its 'streamlined' or not; would bore me to tears. In eventuality, I'd likely quit. And I doubt I'll be alone.

    Being able to manage entire tiers of skills, is at least some sort of interaction. Something to master using to a degree. How I miss the days of 30+ keybinds and the requirement for instant reaction speeds. This genre truly is, ruined by the casual.
    (1)
    Last edited by Mindiori; 05-26-2017 at 08:42 PM.

  3. #153
    Player
    QooEr's Avatar
    Join Date
    Oct 2016
    Posts
    835
    Character
    Qoo Er
    World
    Sargatanas
    Main Class
    Astrologian Lv 90
    why do people hate accessibility? good and bad dps arent always about being able to execute combos, but knowing when to use what.
    if combos were consolidated on ninja youd still have to know what order to use your buffs and ogcds, youd still need to know your mudras, youd still have to do your positionals, youd still have to refresh dancing edge and huton, etc

    changing spinning->gust->aeolian from 1->2->3 to 1->1->1 isnt going to magically give people knowledge of when to use what
    the only thing combo consolidation would do is reduce hotbar bloating. if people honestly think this would make the game braindead the hardest content they do is probably sastasha
    (7)
    Last edited by QooEr; 05-26-2017 at 09:28 PM.

  4. #154
    Player
    LunarEmerald's Avatar
    Join Date
    Aug 2013
    Posts
    1,851
    Character
    Lunar Emerald
    World
    Leviathan
    Main Class
    Reaper Lv 90
    Maybe 5.0 to continue to prune ability bloat.
    (0)

  5. #155
    Player
    Sonatia's Avatar
    Join Date
    Oct 2014
    Posts
    20
    Character
    Sonatia Aureline
    World
    Tonberry
    Main Class
    Lancer Lv 60
    Quote Originally Posted by Oxmodial View Post
    So you're asking for automated gameplay because learning a pattern is too hard. Got it.
    Snide remark while missing the point. Check. How was World of Warcraft : Legion when you last logged on?

    I'm afraid you're confusing "simplification" or "consolidation" with "automation". Maybe English isn't your first language, so I apologize in advance. But there is a significant difference between the former and the latter.
    (5)

  6. #156
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Oxmodial View Post
    So you're asking for automated gameplay because learning a pattern is too hard. Got it.
    When the goal is simply to walk 8 feet in a given direction, hopscotching the distance is not an actual requirement, even if you might have already gotten used to it.


    Current combos descend from 1.2's false promise to increase tacticality, wherein a few spammed skills and a handful of situationals were replaced with 2 alternating skill chains. (Their length varied, since weaponskills past the opener had cooldowns back then, but the strategy was already the same.) At the time, he couldn't very well make it *obvious* that he had done the opposite of his alleged intentions by dumbing down the combat further into 1-2-1-1-2-1-1-2-1-2, so the skills remained as numerous in appearance as they could. ARR's combo finisher's additional effects now lend considerably more strategic potential and the lack of weaponskill cooldowns allow for player choice, but the combos themselves still work identically. One cannot use a part 2 without a part 1, and past an initial junction, no combo chain can backtrack or swap to a parallel chain. Each is a single decision. It is alike to being asked to walk the 8 feet, from A1 to A2 to A3 to A4 (FT-F&C), on a tightrope. Now, you can hopscotch that distance if you like. But why? The weaponskills themselves aren't going to be any more interesting for having done so. And you now have abilities, your oGCDs, that actually do have at least a bit of tacticality and nuance to them, which you could otherwise bind more easily by keeping a simple, constricted task simple.

    Again, this is at most 10% a skill issue, 10% a latency's_a_real_bastard_sometimes issue, and 80% a skill bloat issue.
    (3)
    Last edited by Shurrikhan; 05-27-2017 at 05:50 AM.

  7. #157
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Khalithar View Post
    Can't edit on mobile. Ninja and monk are bad examples of the consolidation idea because of the sort of branching choices they have with things.
    Funny thought:

    With Dancing Edge removed and its effect moved into Shadow Fang, Ninja would have been a perfect candidate for 2 dynamic slots.
    Spinning Edge
    Mutilate

    Gust Blade
    Shadow Fang

    Aeolian Edge
    Armor Crush
    And yet instead they move it to tier 3, rather than taking further advantage of the fact that NIN can apply vuln faster than a Warrior (the only reason to forgo being early DoTs into a WAR-supported Dual-Aeolian).

    Warrior would actually make perfect use of a 2-slot setup just fine as well if it could just get a 2nd ability from Skull. Paladin would need an open DoT and a second Savage Blade (now that Royal comes from Riot).

    Heavy Swing
    Fracture

    Maim
    Skull Sunder

    Storm's Eye
    Storm's Path

    Butcher's Block
    Reaver's Crash
    (1)

  8. #158
    Player
    RaquelleAvarosa's Avatar
    Join Date
    Oct 2013
    Location
    Aymeric's Bed
    Posts
    411
    Character
    Raquelle Rosalia
    World
    Tonberry
    Main Class
    Scholar Lv 90
    Loving the idea. I really do hope it ends up being in PvE. I don't get why people like having so many buttons. I'd rather have much simpler and cleaner looking hotbar. This also frees up so much space for upcoming new skills in the future.

    But really though, "the more buttons you're pressing, the better you are at the job". What the eff are you playing? Cytus? Deemo? Some music game? Lmfao.
    You're not wrong, you just sound super duper mega dumb.

    Edit:
    My initial reply is really b-tchy but that's my first reaction so I'm gonna keep it there.

    Let's just take Paladin for example,
    1-2-3 leads to Rage of Halone for enmity building. So why not just have 3-3-3 for RoH?
    1-2-5 leads to Royal Authority for DPS. So why not just have 5-5-5 for RA?
    1-4-6 leads to Goring Blade. So why not just have 6-6-6 for GB?
    This frees up buttons 1,2,4 for other skills. Pressing just one button wouldn't automatically unleash the entire combo chain on it's own, you still have to press it the same number of times so you still have to wait for GCD. When an AoE comes, you still have to move around to dodge stuff before hitting the combo button the 2nd/3rd time for the skill in that chain to land. In fact, I believe this would help players who are having difficulty dodging attacks because they're so engrossed in hitting the right buttons for the combo.

    Changing the skills buttons to a dynamic button doesn't mean that players would suddenly become good at the game. It helps them but doesn't magically make them one over night. They're still gonna have to learn to weave in their buffs. (Please don't judge my Dragoon rotation T_T)
    6 (Impulse Drive) - Internal Release - 7 (Disembowel) - Blood for Blood - 8 (Chaos Thrust) - Fang&Claw or Wheeling Thrust - Phlebotomize
    8 (Impulse Drive) - Internal Release - 8 (Disembowel) - Blood for Blood - 8 (Chaos Thrust) - Fang&Claw or Wheeling Thrust - Phlebotomize

    Players still have to learn the mechanics of the fight, how to coordinate with the rest of their party members. I really feel player skills shouldn't be determined by how many buttons you can smash, rather it should be determined by how you react to what is thrown at you in the fight, the correct decisions to make when in a tight situation.

    On the side note, having dynamic buttons really help us girls with SMALL HANDS. I honestly can't play the game properly without my Naga.
    (4)
    Last edited by RaquelleAvarosa; 05-27-2017 at 01:45 PM. Reason: Such words. Much long. Very wow!

  9. #159
    Player
    FaileExperiment's Avatar
    Join Date
    Oct 2013
    Posts
    259
    Character
    Vash Warbreaker
    World
    Zalera
    Main Class
    Red Mage Lv 72
    Instead of button consolidation (which in many cases would actually still be a good thing) what about simply restricting the opportunity to make the wrong choice? I think it would be very useful to restrict which ones you can activate. For example, with Dragoons basic thrust combos, there's literally never a reason to use full thrust out of order. So instead simply make it so that you can't do it at all: Full thrust only becomes activated after using the first two combos in the right order. I sometimes accidentally hit full thrust when I meant to press vorpal... this would prevent mistakes like that and would be quite helpful. This would still work even with combos that branch, without meaningfully restricting player choice.
    (1)
    Last edited by FaileExperiment; 05-27-2017 at 04:07 PM.

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