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  1. #1
    Player
    Shurrikhan's Avatar
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    Sep 2011
    Posts
    12,881
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Bourne_Endeavor View Post
    I would rather press 1234 than spam 1111. At least I'm moving my finger, no matter how slight. And therein lies why people dislike the skill consolidation system. It's neither more difficult nor necessarily interesting, it simply feels better. Currently, <combo consolidation> is simply reducing everything to the healer equivalent of spamming Broil. Sure, you have different animations, but it feels very boring to me. Just like it does on them. They aren't going to add 5+ GCDs to DRG either, thus I'll spend most of 5.x spamming 1 and 2 endlessly. I prefer 1234 and alt 1234. As I said, at least I move my fingers slightly compared to not at all.
    I get that. Though bloated, I'd likely still use the 1234 due to muscle memory and as not to trip up from inattention, myself. I just don't consider there to be enough merit to forbid the option for those who are running out of comfortable button space (given hand size, etc.) and for whom the merit of comfort is greater than that of easier timing.

    If we had more combos or different branching combos, maybe it'd work better.
    Agreed. And while Fire IV can feel satisfying despite its relatively redundant nature, that's hardly true of Heavy Shot, Malefic, or Stone, whatever their ranks. But that'd mean requiring more than 3 GCD actions from each melee (well, 4 from SAM and up to 9 from MNK)... I just hope XIV doesn't continue to assume players irredeemable stupid, under the guise of "combo" systems.

    Regardless, it's not really a solution anyway because it doesn't help the Casters. Even on the melee/tank side, only Ninja and Paladin are crying for hot bar space.
    There is some fairly considerable bind-trimming the non-melee can benefit from too, though.

    Why should Enochian, Fire IV, and Blizzard IV be separate keys when they cannot be used separately? Why should Summon Bahamut be separate from Enkindle Bahamut? Or DWT from Deathflare, so long as the latter could not be queued before the first has finished activating? And Red Mage has its own melee combo.

    Further, Straighter Shot is virtually never taken over Refulgent Arrow and Gauss Barrel may as well be a trait, just as Darkside and either tank DPS stance may as well be (Sword Oath and Deliverance merely deactivating during their respective tank stances).
    (1)
    Last edited by Shurrikhan; 10-24-2018 at 01:19 PM.

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,881
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Bourne_Endeavor View Post
    Yoshida has stated outright in his recent interviews the one button combos will not be transitioning over to PvE. And thank god for that.
    Right, I do so love using 5 different buttons to perform the same, single separable action on DRG...

    I'd be cheering if our weaponskills were finally open to different sequences and situationals, but I cannot for the life of me understand how hitting 12345 or 67895 for Actions 1 and 2, respectively, is somehow better design than pressing 1 for as many GCDs as Action 1 takes, and 2 for as many GCDs as Action 2 takes.
    (2)

  3. #3
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    Quote Originally Posted by Shurrikhan View Post
    Right, I do so love using 5 different buttons to perform the same, single separable action on DRG...

    I'd be cheering if our weaponskills were finally open to different sequences and situationals, but I cannot for the life of me understand how hitting 12345 or 67895 for Actions 1 and 2, respectively, is somehow better design than pressing 1 for as many GCDs as Action 1 takes, and 2 for as many GCDs as Action 2 takes.
    To be honest it's the one thing that differentiates DRG from the other melee DPS in terms of their GCD rotation in the first place. MNK has flexible combos based on their stances, NIN/SAM have different combo branches (though not by much), and DRG has longer, linear combos that eventually cross over one another . One is for buffs/debuffs, the other is filler. That is a part of their identity. Preserving it is worth the effort. Plus if SE did go the route of consolidating the combo buttons down, it wouldn't hurt anyone to have the whole buff combo on 2 and the filler on 1, with Fang and Claw/Wheeling Thrust replacing both buttons once they're reached.
    (0)
    Last edited by Grimoire-M; 10-23-2018 at 04:45 PM.

  4. #4
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,881
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Grimoire-M View Post
    To be honest it's the one thing that differentiates DRG from the other melee DPS in terms of their GCD rotation in the first place. MNK has flexible combos based on their stances, NIN/SAM have different combo branches (though not by much), and DRG has longer, linear combos that eventually cross over one another . One is for buffs/debuffs, the other is filler. That is a part of their identity. Preserving it is worth the effort.
    The one thing differentiating DRG from the other melee is that of their 3 possible Single-Target GCD actions (Debuff combo, Direct combo, and Heavy Thrust), 2 are 5-GCDs-long and 1 is 1 GCD-, rather than the typical spread of 2-to-3 GCDs per action. All but Monk has only 3 GCD decisions possible, their combos. On average, if rotation were not already fixed anyways, a DRG is able to make a decision every 3.67 GCDs. A NIN -- every 3 GCDs. A SAM -- every 2.67, plus whether to hold Iajutsu, making it arguably every GCD. A Monk -- every GCD. Those decisions will be mostly predetermined, but that is the core of DRG's "unique" play. DRG makes fewer GCD decisions. That's it. Similarly to SAM's Kenki and Sen banking--though in a way far less integral to microrotation--has a fair bit of timing flexibility in its Mirage Dive and (a bit less) in Gier/Nost usage as to sync to BfB and TA/BL/HC/FR/BV/CS/BH/EB/Cards, but that is what the long combos mean.

    Do you actually feel anything from F&C crossing WT? They're very nearly identical abilities, differed only by name, animation, and a positional you'd already be set up for ((Back) CT to (Back) WT; (Any) FT to (Flank) F&C). It's just potency and maintenance, where you'd only actually need two hits of either per BotD of either to maintain eyes.

    What merit there overwhelms the prospects, of, say, actually being able to go ID-VT-Db-F&C-WT-CT-ST-FT for entirely different reasons than one might go ID-ID-F&C-FT-Db-CT-WT (or any other n-factorial or greater choices over n GCDs) due to the synergies and situationally optimal combinations intrinsic to the effects embedded within the skills themselves?

    Is it... the bloat? The ruttedness? What's the merit worth 1-22222-33333 for? I get the attraction to long combos, and would love to see that within the embedded effects, weighing the punctuation of a combo vs. its momentum, attempting to stretch it further and further while still fitting the modulars of your upcoming CDs, but when it's literally 5 presses for the same obvious but irrevocable decision... I can't see the attraction. I can't even call it uniquely stale, just... the stalest.
    (1)

  5. #5
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    Not to derail but I can see BLU being a Scouting DPS. We just got a Casting and Striking DPS last expansion, so makes sense that BLU would be Scouting, especially if it's a support melee. Blue Magic would scale off of Dexterity (like Ninjutsu) and they would have their own equivalent of Trick Attack and Enmity manipulation to make them roughly on par as NIN.
    (0)

  6. #6
    Player
    Mansion's Avatar
    Join Date
    Aug 2018
    Location
    Gridania
    Posts
    1,986
    Character
    Mansion Viscera
    World
    Louisoix
    Main Class
    Sage Lv 100
    Actually, I'd like some kind of option similar to choosing between the big artsy (sometimes unreadable) job gauge and the simplified version. Then you'd tick that option if you want the compressed display of combos (based on pvp but not necessarily the same), or ignore it if you prefer the 1 - 2 - 3 (-4) buttons display.
    I guess it would still need some refinements, as some combos are not always so linear but I guess this could help.
    (0)

  7. #7
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,560
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Wildfire removed because it's redundant with Overheat. The latter already fills the role of the "bursty burst in a short window" (obviously, the damage would have to be adjusted somewhere to make up for WF).
    Gauss Barrel turned into a trait so it wouldn't "drop off" after an overheat. You'd still have downtime, but now without that meaningless button to press to reapply the Gauss.
    (1)

  8. #8
    Player
    SpeckledBurd's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    708
    Character
    K'ahli K'uhla'tor
    World
    Balmung
    Main Class
    Monk Lv 100
    Quote Originally Posted by Raikai View Post
    Wildfire removed because it's redundant with Overheat. The latter already fills the role of the "bursty burst in a short window" (obviously, the damage would have to be adjusted somewhere to make up for WF).
    Gauss Barrel turned into a trait so it wouldn't "drop off" after an overheat. You'd still have downtime, but now without that meaningless button to press to reapply the Gauss.
    Removing Wildfire from Machinist would be like removing Mudras from Ninja or Jumps from Dragoon. It's the Job's signature skill, even if Overheating is redundant towards the purpose of being a damage buff they should just rework that instead of gutting the Job's identity.
    (5)
    Last edited by SpeckledBurd; 11-01-2018 at 04:48 AM.

  9. #9
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,881
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Raikai View Post
    Wildfire removed because it's redundant with Overheat. The latter already fills the role of the "bursty burst in a short window" (obviously, the damage would have to be adjusted somewhere to make up for WF).
    Gauss Barrel turned into a trait so it wouldn't "drop off" after an overheat. You'd still have downtime, but now without that meaningless button to press to reapply the Gauss.
    So you'd rather remove the less criticized and more iconic damage cooldown than the auxiliary mechanic highly criticized for its clunkiness?

    Honestly, I feel like we'd see relatively little perceived loss from the removal of Overheat. That's no reason to remove it, but, compare that to Wildfire, without which MCH would feel awkwardly lacking of not only something rotationally and aesthetically identity-driving, but a seemingly obligatory damage-buff cooldown.

    I'd like to see both revised, honestly -- Wildfire to go off instantly before a jump (if the boss would go immune during said jump) or at least to have a manual detonation procedure, and to deal AoE damage on eruption, and something far more significant to add more noticeable gameplay prior to Overheat itself as to feel more dynamic and less like a subtle trap.
    (2)
    Last edited by Shurrikhan; 11-01-2018 at 12:26 PM.

  10. #10
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,560
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Shurrikhan View Post
    So you'd rather remove the less criticized and more iconic damage cooldown than the auxiliary mechanic highly criticized for its clunkiness?

    Honestly, I feel like we'd see relatively little perceived loss from the removal of Overheat. That's no reason to remove it, but, compare that to Wildfire, without which MCH would feel awkwardly lacking of not only something rotationally and aesthetically identity-driving, but a seemingly obligatory damage-buff cooldown.

    I'd like to see both revised, honestly -- Wildfire to go off instantly before a jump (if the boss would go immune during said jump) or at least to have a manual detonation procedure, and to deal AoE damage on eruption, and something far more significant to add more noticeable gameplay prior to Overheat itself as to feel more dynamic and less like a subtle trap.
    How is Wildfire more iconic than Overheat? WF being merely a timed dot... I don't see that being more iconic that the whole heat gauge/overheating/cooling down mechanic. Also the previous poster is a bit shallow comparing WF to Mudras.

    My removal suggestion is only because both OH and WF behave almost the same (short time window to press all your keys), but if they reworked them, well it would be fine too.
    (1)

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