You completely glossed over that you HAVE TO alternate Dragon Kick and Bootshine every cycle because DK gives Leaden Bootshine which is one of your biggest source of damage.You absolutely CAN condense monks into a single button (2 sets), especially if you switch Snap Punch and Demolish's positional requirement.
They have a flank rotation to buff - can easily be a 123 set. Demolished changed from Rear > Flank.
They have a rear rotation to damage, can easily be a 123 set. Snap Punch changed from Flank > Rear. Rear rotation is done twice for every flank rotation and the buff timers line up perfectly.
Flank to buff > Rear x2 > Repeat.
6 buttons condensed to 2.
Same with their AoE rotation. Can easily be a single button, especially in Endwalker when 4 Point Fury will generate the Twin Snakes Buff.
Alternative, then: simply have a Rear, Flank, and AoE option for each GCD. In Opo-opo, those would be BS, DK, and AotD (upgraded come EW), respectively. In Raptor, True, Twin, and FPF. In Coeurl, Demo, SP, and RB. Simple.
Last edited by Shurrikhan; 10-27-2021 at 07:53 AM.




First of all, you don't HAVE to. Bootshine is going to crit regardless as long as you're at the rear. Leaden just boosts it, there's also the opportunity costs of going the lower dps buffing route again vs just doing 2 rear combos.
Hell, the majority of their damage is coming from Perfect Balance/ Brotherhood / Riddle of Fire windows where you're alternating them anyway.
It's almost like things could be tweaked a bit.
Last edited by Deceptus; 10-27-2021 at 08:20 AM.
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]
This I feel like combo buttons should take over the PvP aspect where it continues all on one button. I dont need 7 buttons just to press 1 to 7 in a row which all do virtually the same aside from looks and it having a combo bonus.FF14 has a kind of button bloat problem but the jobs have IMHO still too few abilities. The problem is, too many abilities are basically the same. As a tank you have a mitigation buff that reduces the incoming damage by 10% and you have another mitigation buff that reduces it by 30% but with a different CD and different duration etc. Those duplicated abilities bloat up the buttons in the UI.
Cheers
To a degree.
I think there's a lot of buttons that could be combined into a single button in order to free up room for other, more meaningful abilities. Much like how combo attacks work in PvP.





I play with an MMO mouse (around 15 buttons) plus a keyboard and on some jobs, even that is a tight fit.
When the game's story becomes self-aware:



For context: I play on PC. Mouse and keyboard, with a MMO mouse with 19 buttons. I main WAR, secondary MNK, but have played all the jobs through cap.
I think there are too many. My biggest culprit are actions like Sonic Break. When I have a CD that's a minute long, I welcome something that feels really awesome for the job, flashy, and alters the flow. GNB... already has a lot of stuff happening every minute that you have to use at the same time because of No Mercy; keep in mind the same job already has another DoT every minute in Bow Shock.
Self-buffs like Inner Release are fine for me because they offer a momentary change in gameplay. Stuff like Riddle of Fire, on the other hand, happen when several other self buffs are already happening. MNK has so many self-buff oGCDs that roll up at the same time. I think, especially with losing two positionals, all of the Riddle of Xs can go away and adding a third one is a mistake. Brotherhood is satisfactory, standing as a neat group buff with a self-buff mechanic.
Lastly, and the ones I can forgive the least, are jobs that get minute CDs that share a CD with an AOE version. Those buttons have a usage, from a design standpoint it's not really worth it. Just make a ST version that has AOE splash. Don't take up two buttons for something we only hit once a minute.


I think some forms of button float wouldn't be a big deal if it were not for the fact of positionals which can be extremely annoying in some battles.
How does the button bloat affect that, though?
On M&KB, unless you've bound mod key forms of your movement keys (WASD), hitting even a fairly complex keybind will not stop you from moving simultaneously (and, if you have done that to your movement keys... don't, at least on any job with positionals).
On Controller, the issue is a bit more prevalent, but can still be mitigated heavily by simply placing what keys you'd need to use while repositioning across from your movement stick, such that you can use both at once, or by using a claw grip (as any console FPS player would likely already have defaulted to).



Foul's soon-to-be level 80 Endwalker trait and Xenoglossy go brrrrr.
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