Perfect Balance only exists right now as a burst phase and could do with a more engaging replacement and Form Shift could revert back to cycling through the various forms. Neither source of "Formless Fist" is a serious barrier to compressing the Monk's weaponskills.
Form Shift QoL change be reverted back to how it was seems reductive just to for the sake of condensing, Perfect balance is a burst phase and can be reajdusted to disregard Twin demo and the aoe resetting twin at FpF, having said all this MNK is still a bad example as ur never doing the same 1-2-3 twice so itll require to either be dumbed down and have a designated debuff/buff rotation or just leave MNK be focus on other skills that are bloat like the fists or role skills or its 3 Buff skills rather than trying to simplify its current rotationPerfect Balance only exists right now as a burst phase and could do with a more engaging replacement and Form Shift could revert back to cycling through the various forms. Neither source of "Formless Fist" is a serious barrier to compressing the Monk's weaponskills.
“Theirs really not much you can change with the MCH”
-Live letter 66, 9/17/21
Where is the ambition?
If they consolidate combos into 1/2 buttoms at the end of the day they will reach the same point of where they have to remove or adapt skills to add new ones but with the big diference is they turned every melee into a single key spam fest, DRK gameplay in SB recive a lot of complains due dark arts spam and ppl want this back but instead of being a oGCD being our GCD system? ppl are complaing today in SHB about spam mechanics like inner release and actual Healers gameplay being extremly boring and uninteresting so basically turn every job in to have betwen 7-10s of spam the same key over and over again will be recive way more complains more sooner than later.
and my personal question, what happen when they reach that point? they will add more steps on the combos making the spam windows even larger to avoid removing skills? sounds like hella boring to me specially since i can't swallow current inner release windows i wont wanna play a game where that is basically 100% melee gameplay now.
I personally don't see the buttom bloat problem at all, i play with a gamepad on pc and still have the same double trigger shortcut aviable for me and that's 16 slots to fill, there is still to much room to add in to the jobs + they could upgrade and add several effects to the current combo steps that add new effects/procs/resource without the need of just add more fluff skills at the cost of turning our GCD system in to the spam fest to make space.
this game is not kingdom hearts or genshin impact where fast paced combat focused on quick decisions and fast dodges/blocks/parrys are where the dificult of the game is based and favors having combos in 1 buttom to let the player focus on other stuff, this game have extremly low combat pace with bosses taking a eternity to do anything in a choreographed manner, such change only will allow players to watch netflix more comfortably considering 99% of the content require almost nothing from the player so i wonder how much time will takes when someone say they just pass throught everything by presing 1-2buttons only and reducing the mechanical execution requeriments of our rotations are just only show how simple are actually designed all mechanics in this game even on savage and ultimate.
Last edited by shao32; 02-20-2021 at 12:59 AM.
Combo consolidation in some form or another would be good imo, more space for situational or utility skills would let jobs shine in the ways they're unique, both in terms of how they play and what unique bonuses they bring to a party. Total number of buttons feels like it's close to the right spot right now, but assuming they'd be adding new ones, well... combos take a decent amount of space right now. If those opened up skill slots added more unique situational buffs that changed which of your GCD skills you wanted to use at specific times I don't think you'd lose complexity overall.
This is a bad example but let's say they consolidated combos and introduced 30 second cooldown skills that applied vulnerability to specific damage types like what SB had - so maybe one class applies periodic vuln to slashing and one class applies periodic vuln to blunt, neither with 100% duration on the boss possible. So as a monk you'd want to use a punch combo during blunt and a karate chop combo during slashing, or something along those lines. Also don't ask me how that would work for like, samurai. Hit 'em with the hilt during blunt I guess.
There's probably a lot of reasons to not make something like that debuff based, but I hope it illustrates what I'm generally getting at, periodically available skills that modify what we'd want to optimally use for the next 6-10 skills. Or hey, maybe more defensive or utility cooldowns too - if players get a wider variety of skills, bosses can use a wider variety of mechanics - it's not like every fight is against a punching bag.
for this to be perfectly implemented most jobs will need to be retooled for such a drastic change PVP works because they arent the same as PVE and were intended to be swifter, and id rather keep most of the jobs incarnations ....
most
“Theirs really not much you can change with the MCH”
-Live letter 66, 9/17/21
Where is the ambition?
FFXIV is definitely a PvE game but still tries to bait PvP players who in doubt might like it, but it's only a bait in view of the reward and the gameplay.
Even though I like playing white mage, spamming 1 is extremely boring. I'd rather dps jobs and tanks don't become like that. Pressing other buttons is more engaging, even if spamming 1 button would do the same.
While this makes some sense at the surface level, keep in mind you're pressing the same button for the same thing on whm. If they were to consolidate the buttons on a Samurai, for example, you could claim you're just spamming a button three times-- but you're getting 3 discrete actions out of the same button. You could still do something like
(assuming you already have 3 sen and need a damage buff)
22[buff] <Midare> 2 <Higanbana>
and have all three of those 2 presses carry out a different action.
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