I'm not sure I follow...
Are you suggesting there'd be less of a problem if our (for example) knockback tools were more than one button?
I'm not sure I follow...
Are you suggesting there'd be less of a problem if our (for example) knockback tools were more than one button?
Quite the opposite.
I'm asking why we're creating or working around mechanics that will typically only ever amount to hitting the button of appropriate type rather than the more nuanced play of, say, MP management, prepositioning, etc.
Or, put inversely... Why are we devaluing mechanics that are capable of being much more nuanced response cues and which, until Stormblood, were predominantly meant to cause those response cues instead of mere typal button presses?
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Compare Arm's Length (on a non-tank) to any gap-closer, for instance, especially one with a potency-cost if held for a knockback. The latter isn't made just to remove a mechanic. If you banked it correctly, you come out on top. If there were no knockbacks in that period and you delayed it to outside your damage-bonus window despite that, you fall slightly behind. It therefore interacts interestingly with knockbacks, whether by intent or mere incidence. But, it remains a valuable tool even outside the presence of those specific mechanics. It isn't merely a matter of "Incoming Mechanic Type [A]. Hit Button [A] to remove it again from the game, except in the rare event it's more frequent than your cooldown."
Last edited by Shurrikhan; 06-28-2021 at 08:57 AM. Reason: huge typo
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