yeah.. thats not what i meant. but nice try.
Its super easy to generalize about things. See, what I meant was "we pull hate off BAD tanks all the time." You took that to mean, any and all tanks.
Thats why we have this lowest common denominator thing, where enmity isn't really a thing anymore. I can't count how many times I'd use all of my enmity dumps and STILL have hate. I'm glad I don't have to worry about that any more.
Last edited by Valkyrie_Lenneth; 04-27-2020 at 06:05 AM.
I completely agree. I play Halo CE on PC and there are only 3 buttons to do damage and it's plenty fun. Having to press 20 buttons to do damage is not really fun and engaging for me, it's needless busiwork that makes it harder for me to switch between classes. I can agree with others however that only have one button to do damage against a static bullet sponge would be terribly boring if there's very little player engagement or risk involved. If there's nothing more going on then just standing still and pushing one button repeatedly, then that's a problem.
Case in point (which has already been raised in this thread just above) is healer complexity. It's a constant complaint here that only having one attack button is terrible and boring.
Personally, coming from console games mostly, one attack button is normal. Having a one-two-three combo spread across three buttons is needlessly wasteful of buttons, and the overall number of skills is immense. I'd rather have less skills than more, and have the complexity come from the game environment or the fight. Also I know for a fact that I tend to "tunnel-vision" when following a DPS rotation, and and making healers do that would be a surefire way to make me do a terrible job of either healing, DPSing, or both. (I do miss Aero 3 though.)
I personally like "button bloat" and getting creative with keybinding slot scheme and UI. I'd love to have even more abilities than we have right now for every job. I know more abilities doesn't equal more interesting gameplay or depth but I just like having many buttons to manage. Reminds me of playing an instrument (piano).
Last edited by SamRF; 04-27-2020 at 10:48 AM. Reason: elaborated
If you think 3 buttons is in anyway fun, challenging or engaging for the majority of those fitted with a brain, you should try getting out more and experiencing past times that take a modicum of effort. I grow weary of the snore fest, without being told that even partially engaging myself is the norm. Sorry if thats brash or offensive but enough is enough. The pace of this game, compared to the prior generation of MMO's or even your comparison to console is already somewhere akin to baywatch slow-run speed. If it continues to get any more tedious (and no 1% of end content is not sufficient engagement) then I imagine that 'unsatisfied' poll that has already reared its head, will grow exponentially. Classically these games are supposed to have depth of rotation to offset the thought vs reaction time differential in mmo gaming /compared to alternative genres. Without that consideration here, the sense of satisfaction in gameplay is nill for a good majority I imagine.
Not that I want a 1-3 button rotation, but.... Did you play old mmos? I seem to remember them being quite slow.If you think 3 buttons is in anyway fun, challenging or engaging for the majority of those fitted with a brain, you should try getting out more and experiencing past times that take a modicum of effort. I grow weary of the snore fest, without being told that even partially engaging myself is the norm. Sorry if thats brash or offensive but enough is enough. The pace of this game, compared to the prior generation of MMO's or even your comparison to console is already somewhere akin to baywatch slow-run speed. If it continues to get any more tedious (and no 1% of end content is not sufficient engagement) then I imagine that 'unsatisfied' poll that has already reared its head, will grow exponentially. Classically these games are supposed to have depth of rotation to offset the thought vs reaction time differential in mmo gaming /compared to alternative genres. Without that consideration here, the sense of satisfaction in gameplay is nill for a good majority I imagine.
Ideally, there should be a good balance between classes that have a lot of buttons to press and those who have other elements to deal with. This would be a nice, and fairly simple, way for SE to provide more diversity in it's class pool. There would be nothing wrong with having, for example, two healers that direct heal if one had a more complicated series of buttons to use and one who had less buttons but harsher resource management.
Adding more complexity to the fights is great but there is only so much they can do before things get just plain stupid in that regard so you can't rely on just fight mechanics to make things "interesting." Every fight doesn't and shouldn't need to be Ultimate (or Savage or EX) level complexity. The classes should feel fun and fulfilling regardless of what sort of content you're up against.
Personally, I enjoy less of a reliance on a ton of buttons and more on resource management, which is a large part of why I enjoy RDM and SAM. I do definitely agree, though, that playing WHM is boring.. and I don't even heal often.
Love shout to Paladin for having a button that enables another button you can only press once per minute. What a disgrace.
Yeah FFXIV can do a way better job of making some of the existing buttons more meaningful, or when multiple buttons are only available in opposing contexts, just have them share space. Like, to go with the example above, why not have Atonement and Mom's Confetti share a button? If you have the Kitty Cat buff up that means you started the sequence at 90%+ MP, which means you are casting spells, which means a weaponskill is the last thing you are thinking of. Also the Gnashing Fang sequence is 4 buttons you can use only twice in a minute. Feint and Addle are cool in boss battles but they at minimum need the Reprisal treatment if we want them to feel meaningful for dungeon trash.
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