Quote Originally Posted by Shurrikhan View Post
Except, the only failure our combos allow is finger slippage, which is irrelevant except to the newest players, those most easily panicked, or the physically handicapped. It is not a difficulty that the vast majority of us face except mid-hectic-mechanic when progging when over-stressed in Savage content. At most, it adds exclusion. Generally, it's a non-factor.
You're looking at this from the wrong angle. Keeping up maximum DPS despite mechanics is a factor EVERYONE deals with. Mechanics are designed to disrupt you so you can't go ham like you do on a dummy. Regardless of how the combo was broken, it all boils down to disruption from one command to the next.

By your own definition, our "combos" are not combos. For a command to benefit from the previous, that following command must first actually exist outside of the given sequence. Otherwise you cannot have improvement. You can add something on to or in place of nothing, but you cannot improve on something that does not yet exist. And unless you're calling all combos skills in ubiquitous 100 potency and zero additional effects each as the actual skill, there's no improvement happening. Our "combos" are like a series of switches with electromagnetically sealed caps, each of which simply opens the next until you reach the final (read: actual) switch. You cannot viably hit C before B or B before A.
What are you on about? Combo bonuses are all over our tool tips. How on earth are just dismissing the 100 potency skill to start things off? And the sequential skills DO exist outside the combo. You're really confusing me here, because you're not really disagreeing with me, and everything you said in this block is exactly the reason why I say a combo button won't work.

Compare that to a good fighting game. There, failure is not limited to manual mishaps; it includes more significant memory, it includes prediction, and it includes strategy.
So does executing your combos in this game. You're making it sound like you can do difficult content in this game on auto pilot. Maybe you are that good, but I sure in hell's am not.

Each of in-range skills can see use in its own right and each do actually benefit others through the effects of the skill itself, rather than their merely unlocking each other in a decision-less sequence. In some, specific skills could only be accessed through specific sequences, but in every case every initially available action had course-viability and at every stage in every course you still had at least situationally viable choices. Those, therefore, are combos. XIV's are not. XIV's is a cycling system that reduces the amount of decisions one can make to every x GCDs. They are, for all intents and purposes, a way to dumb down gameplay.
Ok, now I'm starting to make sense of your post. I think your issue is that the combos in this game are static, so you just execute the same ones over and over again with little variance. By definition it is still a combo. Just one you use all the time. But cut it out with this 'dumbing' down game play. Get off of your high horse. I screw up all the time, and I'd be hard pressed to believe you execute your combos with surgical precision for each and every fight, for each an every mechanic. Again, maybe you really are that good, but the average PUG player is not.