Yes I'm using that, thank you. Still more cumbersome than playing other classes.When you say "switching to different crossbars", I hope you don't mean like cycling through them with r1. Because there's a better way.
Otherwise, it's not that big of a deal to switch from R2 to L2 or R2 to R2>L2.
Also since it keeps popping up, pressing a single button repeatedly is just as likely to cause carpal tunnel as pressing different buttons. It's the repetitive action that causes it, not moving around.
Not to OP but some other posts in this thread about combos:
If they'd ever consider putting combos into 1 button, it should be optional imo. Having multiple combo buttons makes it easier for me to manage and map abilities in my rotation in a way that makes more sense to the mind scheme, so it's more convenient for me to have them on multiple buttons instead of 1.
In PVP it doesn't really matter since it's all about berserking and burst there so it sort of makes sense to have them on 1 button.
There is no reason for the Ninja's 'Dream within a Dream', and Assasinate to use two seperate buttons.
Assassinate can only be used within 15 seconds of using 'Dream within a Dream'. 'Dream within a Dream' can only be used once every 60 seconds.
So there is no point at which we need both these buttons present on the bar. The 'Dream within a dream' button should become Assassinate for 15 seconds after it is used.
This would be great, truly one of those "pointless" extra buttons.There is no reason for the Ninja's 'Dream within a Dream', and Assasinate to use two seperate buttons.
Assassinate can only be used within 15 seconds of using 'Dream within a Dream'. 'Dream within a Dream' can only be used once every 60 seconds.
So there is no point at which we need both these buttons present on the bar. The 'Dream within a dream' button should become Assassinate for 15 seconds after it is used.
Player
I play both GNB and DRK, and I wouldn't really say I switch (use expanded) hotbars more on one than the other.I manage too, but it's far busier to play than, say, Dark Knight, which also has much simpler mitigation. You will be switching to different crossbars more often than most other classes, guaranteed, for identical DPS. And for what? A class doesn't need to be carpal tunnel-y to be engaging.
In both cases I have pretty much all the offensive skills in one set of hotbars, plus Heart of Stone/TBN, then the expanded bars are cooldowns, passive abilities (like blood weapon) limit break, etc.
Any kind of suggestion can be countered by latency issues.If I understand the functionality properly, that would make Assassinate hard/impossible to buffer after Dream within a Dream if your connection is poor enough since a repeated press of the button would register as Dream before the button "Transforms." Or the reverse could happen: Since they're the same button, you may be prone to accidentally buffering Assassinate when you don't want to. Both being separate buttons is 100% justified.
What is being said here is that once DwD is registered to have been used it switches to assassinate for 15 seconds and has the taxi combo glow until that 15 seconds of server time goes by or it's used and then switches back to DwD. It would operate just like any other combined pvp combo. Tele to wolves den on a tank and hit the dummy using the combine combo. the first action becomes the 2nd after inital use, but if you don't press it again before the combo timer resets it automatically goes back the 1st.
The basic system is already in place so if latency became an issue it just wouldn't register the use of DwD in the case of the former and for the latter the timer would just run out and auto-reset back to DwD.
Player
How rude.No it wouldn't. It wouldn't act like a combined PVP combo because it's an oGCD. The functionality is different between oGCDs and GCDs when it comes to FFXIV's buffer system. Please don't instruct me to try something when you don't understand the issue yourself.
A GCD can be buffered/queued for around 1 second. If a GCD is queued for longer then that, the queue is wiped. For oGCDs, the queue is NOT cleared automatically. If you make an input for an oGCD and your animation lock ends, it's getting used. The only way to clear the queue is to make a new input before the original goes off. You can see it most easily with Enoc and Black Mage. Use it at the beginning of B3's cast time. It'll go off. That's the main issue in this specific instance. If you're lagging, button doesn't change fast enough and you can't queue properly, meaning you clip. If you're not lagging you risk adding it to the queue and forcing another clip if you spam the button. It just doesn't work for oGCDs. Not in a way that would feel good.
Let's forget for a moment that the PvP style buttons will never happen. Let's forget that the people that put time into this game's combat almost universally are against the change. Let's ignore the logistical issues of creating a ton of new buttons for melees/ranged or reworking all the casters to have less buttons because Square keeps buttons the same, more or less, for all the jobs. The system doesn't work for oGCDs because the current queue/buffer system would make that shared oGCD clunky or more strict depending on connection, both of which are negatives. That alone means other solutions should be found because the PvP style system simply would not fit oGCDs well.
First off don't speak for the dev team. We never know what's in their heads anymore.
Second, I may not be super programming savvy but it doesn't take a bach degree to know that this battle system is a little awkward in queing. I know GCDs and oGCDs work a little differently from each other. GNB's Continuation is a literal counter to your programming issue here. It does what I mentioned on an even more complex level since its dependent on the GCD.
Third, don't tell me I don't understand the issue when your argument was already debunked before you even made it.
Actually continuation works differently, because you use Continuation after every GCD, single weaving, you never press it twice in a row on it's own.How rude.
First off don't speak for the dev team. We never know what's in their heads anymore.
Second, I may not be super programming savvy but it doesn't take a bach degree to know that this battle system is a little awkward in queing. I know GCDs and oGCDs work a little differently from each other. GNB's Continuation is a literal counter to your programming issue here. It does what I mentioned on an even more complex level since its dependent on the GCD.
Third, don't tell me I don't understand the issue when your argument was already debunked before you even made it.
Darsian's explanation still holds.
No it doesn't.
In order to use continuation you get a proc that enables its use via GF combo.
Similarly DwD procs the status "Assassinate ready" enabling the use of assassinate. Then in ether case the ability is rendered unusable after 1 use of the proc or if the pro timer runs out and returns to the base button.
Then given that continuation has a base icon and changes for procs, so how could DwD not function as the base while assassinate overwrites it during a proc? So no, his argument is entirely invalidated.
Last edited by SomeRandomHuman; 06-12-2020 at 08:14 PM.
I think you still don't understand what Darsian was saying.No it doesn't.
In order to use continuation you get a proc that enables its use via GF combo.
Similarly DwD procs the status "Assassinate ready" enabling the use of assassinate. Then in ether case the ability is rendered unusable after 1 use of the proc or if the pro timer runs out and returns to the base button.
Then given that continuation has a base icon and changes for procs, so how could DwD not function as the base while assassinate overwrites it during a proc? So no, his argument is entirely invalidated.
The GF combo is on the GCD.
Continuation is an oGCD.
By using the GF GCD you proc Continuation, and this can be queued up like an oGCD, while GF remains limited by being a GCD.
Neither are mutually exclusive.
You can skip Continuation entirely and hit the next GCD combo if you want.
Continuation's 'base icon' is entirely unusable as a skill, unlike DwaD. There is no risk of 'double queueing' Continuation, and far less likely to fail to queue it as you have no real reason to double weave anything, and you certainly can't double weave it with itself.
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