If they condensed it to one button but gave us two new melee abilities i would take that trade
If they condensed it to one button but gave us two new melee abilities i would take that trade
Button consolidation should be a thing - not even as an optional thing, in my eyes. But it hinges on a key point: that our current combos are expanded with choice.
If the combos contained within the consolidated buttons are the same 1-2-3 steps ad infinitum, then PvE content will become boring. For such a change to function, players must be given an active choice when moving through the combo. Ideally, there would be priority and situational decisions to make, and/or loops within the combo that doesn't involve the combo starter. Such combo design would in turn also require a change in how PvE encounters are designed. With more space created on hotbars, there's opportunity to bring in oGCD and more niche actions that can find their place in interesting encounters.
That being said, the above change runs counter to a lot of what SQEX want from PvE. Despite wanting it, I can't see it happening.
Oh and digressing a bit: why the hell is Dream within a Dream and Assassinate not consolidated into a single combo button now? They did it for Verflare and Verholy. Do it for NIN!
I dunno cause I'm on controller - PS4- so this issue with making all combos one button would be HELL for me. I don't want simple combos like Im playing a baby game. I like that my fingers are all over the place. But I also don't have issues with hotbar space either.... so I dunno. Either way in order for it to work everything needs to be rebalanced I feel and we aint got time for THAT. Sides you really trust them to make a change like that when they can't even balance jobs they made correctly? Hmm? Yeah I don't. eave the combos alone until they can make a change withOUT pissing off the entire playerbase.
If you read what he says properly, he’s not asking for less buttons. He said putting the combo into 1 button making space for 2 more.
If this happens there’s 0 reason to rly not be for the idea.
I wouldn’t want it to just happen alone tho I don’t think RDM has that many buttons to warrant reducing it
My issue with this, is that if you consolidate a combo, it’s no longer a combo, it’s just one skill you spam.
You may as well remove the other two skills and give it a trait that increases it’s damage with successive hits up to three times.
People are complaining that DRK’s burst is just Bloodspiller spam, this would make the entire job just spamming two skills, one for regular attacks, another for the burst.
Personally, I like to know where in the combo I am. The GNB example is spot on. When 3 gives me my ammo, I need to know when I’m hitting 3 so I don’t overcap.
If it’s all the same button, I’m much more likely to lose track of where I am in the combo.
Then you have positionals, which press of 1 will require me to be at the targets rear?
Just because you always use those skills in succession, doesn't mean they're not their own unique skills, and it's not only combo skills that you always use in succession.
Last edited by Seraphor; 08-14-2019 at 08:28 PM.
The only class that should get the PVP combo button treatment is GNB and only for their GnashingFang combo. You are literally locked into use those skills only. You cant mess it up.
All the others tho, its not really needed. I'd be okay with them giving a toggle for it, but I wouldn't use it myself.
Isn't this exactly what the True Thrust (290 > 350 > 530, no other effects) and Aeolian Edge combos are right now? The former even more so than the latter, as Aeolian Edge at least has a positional requirement. Just like how it's expected of NIN players to remember how the mudras form ninjutsu, or how players in general are expected to remember how a boss fight plays out, it's not unreasonable to expect a player to keep track of which part of a consolidated combo requires additional movement/position/etc.
It's true that a combo split between three buttons require a fraction more player involvement than a consolidated one, and will invoke more engagement. But it's misguided both in critique and in design to consider consolidated combos in a vacuum. The space opened on hotbars and in attention should be used in other ways - new ways - to engage the player.
Last edited by Eisenhower; 08-14-2019 at 10:44 PM.
I just want to see a sensible solution applied from the start, e.g.
- Have all skills usable on their own, with natural but nuanced combos between them, rather than all but 1-3 weaponskills being bloat in any given GCD (outside of Perfect Balance). This may benefit further from dynamic animations to better fit the animation flows of their prior skills, and/or dynamic effects. Slightly trimming the total number of skills might also help, given that you would then already have more animations and capacities than you would buttons.
- Have all combos be precise combo lines. Fill in redundant abilities, such as True Thrust being present in multiple combo lines, with unique variants (i.e. returning Impulse Drive). Heavy Slash, Fast Blade, Hard Slash, etc., all gain new partner skills to fill out their alternate combo uniquely, and each of these tanks could again support a full second combo. For instance, Heavy -> Skull -> Butcher; Maim -> Path -> Eye. Only 2 keys required.
- Have all combos branch geometrically, so that each GCD has an equal number of choices. A warrior, for instance, would have access to Heavy Slash and Maim initially. Heavy Slash would give access to Skull Sunder and Rive, while Skull Sunder would give access to Butcher's Block and Breaker, Rive would give access to Undertow and Storm's Wake. On the other end, Maim would grant Storm's Edge and Brandish, and Storm's Edge would grant Storm's Eye and Storm's Path and Brandish would grant Mythril Tempest and Sea's End. 14 skills. 2 buttons used.
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