Page 4 of 12 FirstFirst ... 2 3 4 5 6 ... LastLast
Results 31 to 40 of 198

Hybrid View

  1. #1
    Player
    Brightamethyst's Avatar
    Join Date
    Jul 2014
    Posts
    1,800
    Character
    Jenna Starsong
    World
    Goblin
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Rongway View Post
    Combos don't need to be reduced to single buttons, but actions that have specific conditions, or paired actions that are mutually exclusive, should be merged.

    The following could be consolidated into single buttons:

    *List*
    Agreed. While in generally they really need to consolidate, if not outright delete a number of skills, this would be a great start. It's honestly baffling than some of those listed don't already work that way. The system is already in place and working for some conditional or mutually exclusive skills. Why not just do it for all of them?
    (2)

  2. #2
    Player
    Sigma-Astra's Avatar
    Join Date
    Mar 2017
    Location
    Ul'dah
    Posts
    1,085
    Character
    Soma Kagami
    World
    Sargatanas
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Rongway View Post
    Combos don't need to be reduced to single buttons, but actions that have specific conditions, or paired actions that are mutually exclusive, should be merged.

    The following could be consolidated into single buttons:

    Ley Lines → Between The Lines (conditional)
    Blizzard IV → Fire IV (mutually exclusive) or Enochian → Blizzard IV (conditional)
    There is literally no good reason to reduce the BLM rotation like this. There's no button bloat with the job at all and the rotation literally isn't even that hard to place efficiently on your hotbar or complex at all to understand and follow through.

    Why.
    (3)

  3. #3
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Sigma-Astra View Post
    There's no button bloat with the job at all and the rotation literally isn't even that hard to place efficiently on your hotbar or complex at all to understand and follow through.
    Button bloat is not the only reason why you should design the job smarter. Having to place mutualy exclusive skills on different slots is stupid, especially after they fixed exactly that on WAR.
    (5)

  4. #4
    Player
    Sigma-Astra's Avatar
    Join Date
    Mar 2017
    Location
    Ul'dah
    Posts
    1,085
    Character
    Soma Kagami
    World
    Sargatanas
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Reynhart View Post
    Button bloat is not the only reason why you should design the job smarter. Having to place mutualy exclusive skills on different slots is stupid, especially after they fixed exactly that on WAR.
    If you have issues with Black Mage hotbar management, then I'm going to assume your bars are trainwrecks because you already don't know what you're doing to begin with.
    (6)

  5. #5
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Sigma-Astra View Post
    If you have issues with Black Mage hotbar management, then I'm going to assume your bars are trainwrecks because you already don't know what you're doing to begin with.
    Then stop assuming and start thinking, maybe it will help you realize that Blizzard IV and Fire IV are as mutually exclusive as Inner Beast/Fell Cleave and Steel Cyclone/Decimate.
    Therefore, there is literally no good reason for them to require two slots in your hotbars.
    (5)
    Last edited by Reynhart; 12-28-2018 at 06:08 AM.

  6. #6
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,190
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Sigma-Astra View Post
    There is literally no good reason to reduce the BLM rotation like this.
    There is literally no good reason for Ley Lines and Between the Lines to be two separate buttons.
    • There is no set of conditions where you would be able to use both buttons.
    • They do the same thing. Ley Lines: Puts you inside ley lines. Between the Lines: Puts you inside ley lines.

    As for the Tier IV spells, just because someone else lacks an understanding of condition dependent execution and mutual exclusivity doesn't make my argument any less valid.
    (5)
    Error 3102 Club, Order of the 52nd Hour

  7. #7
    Player
    Sigma-Astra's Avatar
    Join Date
    Mar 2017
    Location
    Ul'dah
    Posts
    1,085
    Character
    Soma Kagami
    World
    Sargatanas
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Rongway View Post
    There is literally no good reason for Ley Lines and Between the Lines to be two separate buttons.
    • There is no set of conditions where you would be able to use both buttons.
    • They do the same thing. Ley Lines: Puts you inside ley lines. Between the Lines: Puts you inside ley lines.

    As for the Tier IV spells, just because someone else lacks an understanding of condition dependent execution and mutual exclusivity doesn't make my argument any less valid.
    It's not exactly hard to press Leylines first and then use Between the Lines if you move too far. Everything you need to use for Black Mage can fit on two hotbars securely and comfortably, and you should already be ignoring Freeze. I get it that some jobs could use skills that toggle into another skill like bard's straight shot/refulgent arrow, but we don't need a mass consolidation on all jobs.

    As for the tier IV spells, I never said your argument wasn't valid, I just lamented that it was dumb. There's a difference. Black Mage already has a simple rotation that doesn't require you to jump through a whole bunch of hoops already, there's no reason why we need to make combo buttons because some people find it too hard to watch two hotbars while at the same time they can barely watch one.

    What they could do is make Freeze actually useful and work Scathe into something more than what it is now, possibly an oGCD that has a magic defense down debuff or something else to give it more of a purpose.

    Personally, I felt that Leylines should have been a circle that moves with you, but we all know the devs were never going to do that.
    (1)
    Last edited by Sigma-Astra; 12-28-2018 at 09:25 AM.

  8. #8
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,886
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Shurrikhan View Post
    I, too, am not looking forward to new abilities while bloat is still rampant, but I think we -- and many others besides us -- will have very different ideas of where and how that bloat exists. Piercing Talon, though underwhelming, does not seem bloat to me so long as mitigateable melee downtime will exist, and I suspect mitigateable melee downtime will exist so long as variable percentage of melee downtime will exist -- for without that mitigation balance would shift more steeply towards either the minimization or maximization of the number of melee in a given party, constraining either encounter design freedoms or player compositional freedoms. What is the point of Lucid Dreaming so long as non-tanks do not partake in mob-gathering? What is the point in Diversion, so long as it will only ever be used as a lowest-priority burst CD among many, used on-CD thereafter? Even the devs have realized that at best Invigorate guts sustained physical AoE and merely punishes death in a randomized manner and have thus removed it. So why do we still have LD or Diversion or Protect? Piercing Talon at least cuts the average ppgcd loss of downtime by ~30%, helping to tighten melee-ranged balance. It sure as hell deserves improvements, but it [a melee-downtime-mitigation tool] has a good reason to be there. But we'd sooner scrap that than 2-minute CDs that can be performed at near optimal performance by an auto-clicker? Or over continuing to lock out access to 13 out of 14 weaponskills in [10 out of every 11 GCDs]? ...Your solution path seems a bit paradoxical here.
    Quote Originally Posted by Bourne_Endeavor View Post
    You are once again conflating two different things into a singular argument; in this case, contradicting itself. Piercing Talon is button bloat because it's worthless in virtually every scenario imaginable. Alphascape has been especially cruel to melee DPS yet there is precisely one scenario where it can be used with any degree of consistency. And that is you're targeted second for the Fist mechanic in O11S. In any other scenario, you'll have enough time to maintain your combo. And therein lies the problem. If you break a combo with Piercing Talon you could have otherwise kept simply waiting around to re-engage the boss, it's a guaranteed damage loss. There are zero scenarios where breaking your combo will ever be a gain unless you were going to lose it anyway. This is why I consider Piercing Talon button bloat. The times in which you'll use it are so staggeringly low a good number of people don't even bother putting it on their hot bar. If they want to improve it, go right ahead—take it off the GCD. If they aren't, delete it because it serves no purpose otherwise.

    None of this compares to Diversion or Lucid; the former being essential for tanks to maintain aggro outside tank stance, and the latter providing the same coverage whilst also restoring MP. Invigorate used to be more valuable when TP actually mattered. The changes to SB made it a non-issue outside of AoE scenarios. So like Piercing Talon, it's uses were minimal... though still less minimal. They've elected to remove it instead of reworking it. I want them to pick between the two for Piercing Talon.
    Again, you're conflating a need by circumstance with a need for a circumstance. We currently need Lucid Dreaming. But we do not need mana to need a two-minute CD to be maintained. Nor do we need to limit mana management to, again, what can be done by an auto-clicker.

    Is Diversion necessary in the way enmity is presently handled? Yes. But does it need to be? Do threat tables inherently limit their consequent gameplay to dependence on a cooldown ability to cope with that same system? No. Which is why nothing like Diversion has notably existed in other MMOs. It didn't even exist outside of Ranged jobs until Stormblood. It isn't necessary. Even if we don't want to sacrifice tank dps or return Ninja's once-notable erDPS via SW/SS, that's totally doable. You don't need to spend bloat buttons on it.

    Melee-specific downtime, on the other hand? That is almost certainly a necessity of design when creating a slew of threats in a given encounter. Something which mitigates that, especially if it can be used skillfully, deserves to exist, because the thing it fixes is already about as fixed in itself as it's going to get. If the system has no inherent space for a control mechanism -- if further button count offers no real control by which to exert mastery and improve your situation -- then any skill there is bloat. Piercing Talon as it stands presently, is bloat. But the function it fills deserves to have something to fill it. Now, that doesn't need to be a ranged attack; in Heavensward, Monk's Meditate was the best melee downtime skill. But it makes sense when giving melee downtime, inherent to designing a fight that feels at all immersive, that you also give a ways to mitigate it. If preemptive movement truly feels like enough, then so be it -- the need is met. But if it's not, then something like Piercing Talon (perhaps instead in the form of a more fluid combo-connection into DS-ST or even Jump, SSD, and DFD giving ultrabrief damage and knockback immunity -- who cares as long as it feels good and it lets melee skillfully shrink the gap consequent to varied fight designs), improved as to be able to be used skillfully in the mitigation of melee-specific concerns in a way that synergizes with or compliments their kit, that has a very real place. Diversion does not. It's not just the lack of TP concerns now that gives Invigorate place. They don't augment gameplay. And that's what matters.

    Consider: 20 more potency on Yaten-Enpi and it would be obligatory insofar as it doesn't cause desync, almost identically to Fracture among Heavensward Monks. Already, it can be a faint gain to use strategically at certain skill speeds, even without any benefit towards dodging. So why is Piercing Talon shit by comparison to EnhEnpi? And at present, Enpi adds something to the gameplay. Because of Yukikaze's flexibility if running mid-to-upper SkS, I can ensure I finish a combo just as melee downtime begins. And it makes it feel sharp. It feels rewarding. Because it hits for 280 potency less and has its job's rotation doesn't have a single GCD to spare unless taking painfully excessive Skill Speed.

    Concept didn't kill Piercing Talons. Specifically designed internal mechanics -- the inability to cast PT without breaking melee combo and the sheer unalterable length of said melee combo, neither of which have any need to exist as they are (especially the first) -- did. The numbers did. Implementation did.

    Enpi works. It works really well. But if precedence works as you're suggesting, that will be soon to follow into the trash bin, because it won't just be Piercing Talon. When you invite actual reduction of available options, rather than critiquing the ones that don't presently work, we lose actual stuff, not just the illusion of actions possible as your keyboard meanders fivefold to complete one decision. Alternatively, when you invite honesty as to how many decisions you actually have, then the focus is on their efficacy and on improving it rather than just taking anything below standard back behind the shed for the mercy stroke.

    If I believed that there would be a replacement for the purpose Piercing Talon should fill, I would be fine with this. But all precedents are to the contrary; Monk's most central mechanic -- controlling the timing of their forms -- was gutted because someone decided "they have enough DoTs" without thinking about what those open-stance DoTs, ToD and Fracture (and Impulse Drive if not for Fracture's greater ppgcd) did for Monk. Fracture's purpose wasn't that it was a DoT. Touch of Death's purpose was scarcely that it was a DoT. Together they wove sub-rotations and allowed unparalleled freedom at higher Skill Speeds. But how will Piercing Talon be seen, now that it's failed to do what it should have -- as a ranged skill somehow there because... melee needed ranged skills? And so the trend goes forth -- melee shouldn't have ranged skills (duh), no matter how crisp and perfect they and other melee-downtime weaponskills can make mechanics feel when they're designed well.

    Edit: We agree that PT needs a fix to stay. But we disagree on what PT actually means. PT to me is a way to make gameplay happen. That gameplay to me is not throwing a spear in a move called "Piercing Talon". That's its visuals, both the animation and its text. What does it actually let you think about and how does it pursue enjoyable gameplay within the job and among other jobs? That's what I care about. A PT off the GCD serves no more purpose than any of the several oGCD fluff-damage skills removed with Stormblood. It doesn't add gameplay unless, again, you conflate button count with gameplay.

    Quote Originally Posted by Bourne_Endeavor View Post
    The moment SE moves to combo consolidation is the moment it becomes their solution going forward. People who prefer unique key presses will simply be inundated with new abilities because they have no reason to prune or upgrade anything. Hence why there is so much push back whenever this topic comes up.
    For the... fifth(?) time now... I don't care about combo consolidation. I care about whether changes are made reductively or in the interest of a fulfilling product. Pretending that we have more going on than we actually do through the UI by which we interact with those decisions protects non-options at the cost of options, non-gameplay at the cost of potential gameplay. And I find it absolutely bewildering that you would trim anything that is currently poorly implemented as if it suffered from fundamental flaws.

    You act as if combo consolidation will be some sort of dystopia of (weaponskills in numbers, abilities in letters) A3BC1DE1FG1H1122I222, but it feels like you'd be fine with losing applications of Doomspike in high-movement ST combat or of Elusive Jump and receiving absolutely nothing new to your gameplay for the next 3 years so long as you get to spend the most buttons possible on the fewest unique/separable actions so you can shuffle down those weaponskill keys. If so, that's pretty well my worst-case outcome.

    Quote Originally Posted by Sigma-Astra View Post
    I am thinking. There's literally no reason why Fire IV and Blizzard IV need to be consolidated onto one button because you find pressing either one too much work apparently when you're pressing Fire IV more than you're pressing Blizzard IV anyways to begin with.

    I bet you're a Black Mage that uses Freeze too.
    Quote Originally Posted by Sigma-Astra View Post
    It's not exactly hard to press Leylines first and then use Between the Lines if you move too far. Everything you need to use for Black Mage can fit on two hotbars securely and comfortably.
    This guy has to be trolling, right?

    It's not hard to have Inner Beast and Fell Cleave, Steel Cyclone and Decimate each bound to different keys either. It's just damned useless. Would you like an extra Confirm button after your every Confirm button? No?! These entitled, lazy players these days...
    (2)
    Last edited by Shurrikhan; 12-29-2018 at 08:19 AM.

  9. #9
    Player
    Freyt's Avatar
    Join Date
    Aug 2013
    Location
    The Goblet 1-42
    Posts
    633
    Character
    Rabbit Ackerman
    World
    Gilgamesh
    Main Class
    Blue Mage Lv 80
    There's not much reason for Blood Weapon and Blood Price to be on separate hotbar slots. I've encountered a number of healers who use Medica II as if it was Medica. Having traits at the proper levels that merely enhance Medica into being more like Medica II wouldn't change much, I don't think. There's no reason for Diurnal and Nocturnal Sect to be on separate hotbar slots. It seems possible for Jump and Spineshatter Dive to simply turn into Mirage Dive when they're used respectively, also letting you use Mirage Dive twice in a row if you use them quickly. I'm not sure why Remove Barrel needs to exist at all. I think Quick Reload could be reworked into something else. Scathe could be done away with completely by making Fire I and Blizz I instant cast with reduced potency. If ever there were a case for a Combo Action Button it would be Red Mage's melee skills. Tether is just Tri-Disaster/Bind all over again before it was ever reworked into something useful, and except weaker than that ever was.
    (1)

  10. #10
    Player
    Hercub's Avatar
    Join Date
    Feb 2018
    Posts
    75
    Character
    Hercub Cherub
    World
    Siren
    Main Class
    Pugilist Lv 61
    Quote Originally Posted by Vahn View Post
    A trend I've noticed whenever we start to near a new expansion is hot bar bloat. It's something I've noticed to be a problem with some classes right now as they've allowed all ten Role Actions to be utilized at once. We have a solution already in the game and I'm not entirely sure why it hasn't been extended to regular game play. I am referring to the Combo button we have access to while in PvP. If that was added to regular game play it would make things a lot cleaner for our hot bars. Looking at Dragoon for example, you would reduce 8 buttons to 2. Paladin and a number of other jobs would reduce 6-7 buttons down to 3. No more would we (maybe it's just me) fat finger our Red Mage enchanted combo if those three buttons were neatly sorted into one! Is there any chance we could see this added to regular game play by the time Shadowbringers rolls in? Sometime after? Does anyone else think this would be great? If not, please elaborate why you think otherwise. Thanks for your time reading this!
    I'm a relatively new player, but you are presenting a valid concern. Completely valid. I'm not very techi but I believe there are things like Macros in this game. I don't know how to use them at all, but that might be the solution. So, can anyone explain macros? Please explain like we are five.

    I, myself, am concerned because I already have six hot bars running and all the skills are valuable. Thanks to anyone who replies.
    (0)

Page 4 of 12 FirstFirst ... 2 3 4 5 6 ... LastLast