Quote Originally Posted by Shurrikhan View Post
Had you not mentioned this, I would have thought you a long-time, or even native, speaker. Your voice is very understandable and very smooth here.

On topic, like you, I don't feel that hitting 3-8 buttons to perform a single decision (single-target combo loop) over as many GCDs is any more engaging than hitting 1 for each GCD within that decision. While I'd prefer then, that the complexity faked by those separate buttons were real (and those separate actions were separately usable, rather than only within that linear and therefore single-decision sequence), it would at least be an improvement to be a bit more honest about that complexity and open up the hotbars for, as you said, new and impactful skills.

Allowing the first active line of each macro to be queued, moreover, would be a huge help for <t> or similar macros (especially since the ground-targeting skills they typically replace are, themselves, not queueable because of that ground-targeting).
Thanks a lot! I rarely talk in english and I also don't give presentations very often, so I wanted to "level my speech skill".

It's just a theory, but maybe the combo system in its current state is the result of when the game was completely revamped and they didn't have as many skills.
So in order to make people hit different buttons they decided to make this combo system.

I like your take on the relation between making a decision and pressing the associated button. I guess that's largely why I feel like the combo system could use some improvement.
Using the impactful skills at the right time and managing them properly is what's most fun to me in an RPGs combat.