



Exactly. As a DRG why would I ever not do my AoE rotation for trash pulls. How is consolidating 1 - 2 - 3 into 1- 1 - 1 dumbing down? As if I make complex decision. Please.For some reason there are people who are REALLY deadset on pressing 1-2-3 and are vehemently against pressing 1-1-1.
3 button presses either way, but one has 3 dedicated buttons and one has only 1 dedicated button.
Maybe, JUST maybe if they actually did that, SE would have a reason to stop taking away abilities, repackaging them and giving them back to us at later levels.
At the very least it would free up space. I don't want to loose more abilities. :c
Anyone who is reading the OP as wanting to press one button to execute three actions is reading it wrong... or is willfully making a straw man argument... I don't know.
PvP has you press a button once to execute one action, and again to execute the follow-up(s). You are using the same number of button presses. One way you press three buttons once each, the other you press one button three times; allowing you to pause the rotation to do other actions, then return to it. It's not different, you're pressing a button the same number of times.
But whatever, everyone has their way of playing. I enjoy playing on a controller, so having this as an OPTION in PvE would be welcomed.




Yeah, being able to push 1, 1, then one of 3 other buttons is def a nice workaround. Heck, if there are more buttons for bread and butter attacks maybe we could get more elaborate combo trees like we used to have. I know tanks used to have a debuff combo, and until ShB they also had enmity combos too.There are ways to work around combo trees; just leave the alternate finisher or alternate route as separate button(s).
The only situations consolidation wouldn't work for are ones where you'd want to start your combo over again without finishing it, and I can't really think of any situation where that would be a good idea.
Would you prefer the extra hotbar space go to more room for the trees? Or would you rather they use that real estate for something new?
You can't think of any situation where it's a good idea?
How about the example that's come up, what, thrice now about breaking your combo as PLD to immediately hit an add or a new boss with a DoT as soon as they spawn?
And I know as WAR add phases and awkwardly long untargetable animations sometimes cause me to break my combo just to keep my buff active.
Sure, but let's go back to talking about combo trees as most jobs are not 1 2 3 in PvE.
Unless you feel they should become a strict 1 2 3 in order to fit into this system?
I think managing enmity is boring and I'd rather the space go towards more elaborate DPS combos for tanks, if anything. Even if they didn't add anything new, however, just freeing up the real estate is still a win. There's no value to leaving it as 1-2-3; the basic combos aren't engaging or difficult, they lose nothing when being consolidated. All the "blah blah dumbing down the game," stuff in response to this suggestion is just nonsense.Yeah, being able to push 1, 1, then one of 3 other buttons is def a nice workaround. Heck, if there are more buttons for bread and butter attacks maybe we could get more elaborate combo trees like we used to have. I know tanks used to have a debuff combo, and until ShB they also had enmity combos too.
Would you prefer the extra hotbar space go to more room for the trees? Or would you rather they use that real estate for something new?
You can't think of any situation where it's a good idea?
How about the example that's come up, what, thrice now about breaking your combo as PLD to immediately hit an add or a new boss with a DoT as soon as they spawn?
And I know as WAR add phases and awkwardly long untargetable animations sometimes cause me to break my combo just to keep my buff active.
As for the rest, I'm not sure if I'm quite understanding the problem. The PLD DoT and WAR buff are both alternate combo finishers; you don't have to break your combo to execute them, and breaking your combo wouldn't allow you to execute them faster.




Yo I feel you here bud.
So as PLD, if I see the target is about to disappear (add about to die, boss about to become untargetable, w/e), and know I have 4 GCDs left, I can go 1212......3 instead of 1231......23 and taking an extra GCD to DoT the target.
Or for War you can do the opposite and break whatever combo you're in so you end on 3 to refresh your buff before downtime.
It's not supah phat tech, it doesn't change your parse to any notable degree, but you're not gonna find a very deep reason to push 123 differently.
So here are a few examples of small situational reasons to break your combo. I'm sure I could think up examples for other classes, but I don't play many at a high level lol.
Are these niche situations worth keeping 123 over 111?
I dunno.
But again, that part of the convo isn't what I'm here for lol
Last edited by ItMe; 01-29-2021 at 11:35 AM.
Knowing you have exactly 4GCD's until a mob dies or invulnerability phase starts up is something that will rarely, if ever, happen, but I guess that is one use for breaking combos if you're trying to extreme min/max something.So if I see the target is about to disappear (add about to die, boss about to become untargetable, w/e), and know I have 4 GCDs left, I can go 1212...[thing disappears, new target appears]...3 instead of 1231...23 and taking an extra GCD to DoT the target.
Or for War you can do the opposite and break your combo to end on 3 to refresh your buff before downtime.
It's not supah deep, it doesn't make or break your parse to any notable degree, but there are reasons to break your combo. I'm sure I could think up examples for other classes, but I don't play many at a high level lol.
There's no reason that throwing the basic combo buttons onto different keybinds couldn't still be an option; but 99.99999% of the time I'd still want them consolidated, though.
Last edited by Goji1639; 01-29-2021 at 11:44 AM.
Pressing separate buttons adds an additional layer of execution the game sorely needs. Most content is already braindead scripted, imagine having to do it while only pressing one button over and over again. People already rejected the changes to healer that have you doing just that.
We might as well put one button on DDR mats or guitar hero controllers at this rate.
Next people will be asking "why cant we just automate the game?".
Last edited by LittleImp; 01-29-2021 at 08:36 AM.
The basic 1-2-3 combo of every class is pretty basic and mostly filler between bursts. It's the first one you get, the first you commit to muscle memory, it's easy and straightforward and generally the least punishing to mess up. Freeing up buttons means they could add more interesting (and punishing if messed up) skills to the rotation. But these basic combos contribute least in terms of difficulty and are as close to pointless button bloat as it gets. The two follow ups from DRG at least have two different positionals in quick succession, but the two 1-2-3 combos before that are once again as basic as it gets.Pressing separate buttons adds an additional layer of execution the game sorely needs. Most content is already braindead scripted, imagine having to do it while only pressing one button over and over again. People already rejected the changes to healer that have you doing just that.
We might as well put one button on DDR mats or guitar hero controllers at this rate.
Next people will be asking "why cant we just automate the game?".
I completely understand why people would rather see them (and skills that are mutually exclusive) consolidated into a single button to make room for more interesting skills. Of course that's all under the assumptions that we won't simply get as much as possible consolidated without getting anything in return.
Mudra, Blood/ Life cycle, Third Eye are interesting mechanics that add a layer of difficulty and make room for optimization. I'd trade 1-2-3 for more of that any day.




It literally doesn't. A button press is a button press regardless if it is 1/4 inch away from another or if it's the same button pressed 3 times.
The skill gap in FFXIV is all about maximizing OGCD usage.
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
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