Quote Originally Posted by Platinumstorm View Post
I somewhat agree with this, however group combos also serve as a permanent limitation to what players do within fights.
So what specifically would you suggest they implement that would deter a "permanent limitation to what players do within fights" that either a) could be executed in such a fashion that would prevent the black and white "you're doing it wrong" or "you're doing it right" (e.g., rotations in WoW, Rift, etc.), and b) that would require the use of "making smart decisions"?

Quote Originally Posted by Platinumstorm View Post
I would rather see some sort of unique team limit break mechanic that is cast less frequently than WS were in FFXI to prevent the system from limiting players.
You mean like the strategic use and coordinating of 2-hour abilities in battles such as Fenrir, Dynamis Lord, etc. etc.? (I know there's a BUNCH more, just can't think of any off the top of my head atm). I too would like something similar in FFXIV!

Quote Originally Posted by Platinumstorm View Post
Perhaps, the reason I saw limitations with FFXI's system of it was because even that game had less than optimized network response.
Perhaps, but then again network limitations and combo/gameplay mechanics are two different things (however, shoddy client/server communications can/will/do greatly affect any and all gameplay mechanics).

I just don't see how you can say there's a lack of opportunities to "make smart decisions" in FFXIV, but in WoW everything you do is a "smart decision"... like remembering to repeat the rotation 20 times; I just don't see it. Yeah, smash-button games like WoW/Rift you have a rotation and it's more involved than "2,3,2,3,2,3,2", but even if it's "1,2, Ctl+2, Alt+9, 3,2, 1" it's still:

"1,2, Ctl+2, Alt+9, 3,2, 1"
...and then...
"1,2, Ctl+2, Alt+9, 3,2, 1"
...and then...
"1,2, Ctl+2, Alt+9, 3,2, 1"
...and then...
NO "AND THEN", THE MOB'S DEAD! Oh, I wasn't paying attention... o.O