Hi there.
I wanted to talk about macros and how I personally think they could be very helpful in improving the general feel of the game.
Somehow I also ended up making a video about it, but here are my thoughts on the topic:
Personally I don't find pressing 1, 2, 3 for a basic combo to be very engaging.
I've seen and played other games, where you automatically progress through each stage of a combo with the same button
and each button is usually associated with a certain finisher, rather than each individual move or attack.
I generally prefer this approach to combos.
You can kinda get this to work with macros, but there are some drawbacks to it. Pretty big ones.
Macros can not be queued like normal skills and will inevitably result in more downtime.
When I tried to make this work I noticed it's not possible to set a macro to your hotbar with a macro, you can only swap between different presets.
I ended up using a lot of presets for this. Some classes would run out of presets before they could place each stage of a combo on their presets.
To solve these problems, you'd need something like "/qaction" which would allow the action to be queued like a normal skill.
It would be very important to limit this to one "/qaction" per macro, to avoid creating something very similar to a bot.
Giving the "set" subcommand of "/hotbar" and "/crosshotbar" the ability to place a macro to your hotbar would make this setup a lot easier to create
and also make it accessible to classes with a lot of different combos.
As far as I know this wouldn't introduce any new functionality, only remove the excessive need for multiple hotbar presets.
Freeing up those slots on the hotbar could also make way for new impactful skills.
Sorry for the wall of text.
Edit: Oh right, the video
I also made this to practice talking english.. please forgive me. ^^'
https://www.youtube.com/watch?v=m-TUu_vgijY