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  1. #21
    Player
    Kisshu's Avatar
    Join Date
    Mar 2014
    Posts
    462
    Character
    Nica Kisshu
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 100
    Samurai: Ikishoten changes into Ogi Namikiri (which changes into Kaeshi: Namikiri right now). Ogi can only be done after Ikishoten(2 min cooldown) gives the Ogi Namikiri Ready buff (30 sec duration).
    You can never use both at the same time.
    (2)

  2. #22
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Rongway View Post
    Give ActionA the effect "Triggers the cooldown of ActionB upon excecution." Put ActionB on cooldown for 0.5s when you use ActionA. This is long enough to prevent you from activating ActionB unintentionally unless you're being super overzealous with your button mashes--in which case, be less overzealous with your button mashes--but short enough that you can still double weave ActionB if you want to do so intentionally.
    Unfortunately most oGCDs consume about 1s (but can also be queued slightly less than 1s before, hence why hammering the button could cause you to hit it again accidentally) which is why you can't just quintuple weave skills like a machine gun, and can only double weave most skills.
    This means adding a 0.5s cooldown would bring a double weave cost up to 2.5s. Any amount of skill/spellspeed, or ping, will cause that to clip.
    (0)

  3. #23
    Player
    Sylve's Avatar
    Join Date
    Aug 2013
    Posts
    1,679
    Character
    Lyote Sharaia
    World
    Hyperion
    Main Class
    Sage Lv 90
    Quote Originally Posted by Seraphor View Post
    It's a case by case situation. You can't just reduce ALL combos down to a single button, but for some jobs it would be a QoL improvement.

    Monk for example needs all of its weaponskills on seperate buttons for Perfect Balance, however Reapers 1-2-3 combo skills are functionally identical.
    What i find utterly ridiculous about the discussion is that there are people whose gameplay experience would benefit from consolidating certain combos (due to injuries like mine, general physical disability etc) yet the people who loudly proclaim "buuuuut skiiiiiiiiiiiiiiiiiiiiiillllllllllllllllllllll" to deny it as though skill was any sort of factor in the request is astonishing.

    The objectively best solution is for it to be an accessibility option. If some players get a better experience through converting certain combo paths into a single hotkey, let them.
    For those who think pressing 3 different hotkeys makes them superior humans, let them keep doing that.

    It makes no difference on the end result, all that changes is each individual player's experience.
    If there were 2 Paladins standinjg side by side, performing their rotations flawlessly, what does it matter if the guy on the right pressed "123" and the guy on the left pressed "111" to achieve it?
    All that should matter is that both players have the choice to use either method.
    (2)

  4. #24
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,160
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Seraphor View Post
    Unfortunately most oGCDs consume about 1s (but can also be queued slightly less than 1s before, hence why hammering the button could cause you to hit it again accidentally) which is why you can't just quintuple weave skills like a machine gun, and can only double weave most skills.
    This means adding a 0.5s cooldown would bring a double weave cost up to 2.5s. Any amount of skill/spellspeed, or ping, will cause that to clip.
    No it wouldn't. The 0.5s cooldown would happen during the animation lock of the first action, which lasts on average 0.7s.
    (1)
    Error 3102 Club, Order of the 52nd Hour

  5. #25
    Player
    Experiment_X4d2's Avatar
    Join Date
    Oct 2019
    Posts
    8
    Character
    Teoa Moshroca
    World
    Omega
    Main Class
    Red Mage Lv 90
    Reaper's Arcane Circle and Plentiful Harvest is another. You use 1 to literally enable the other... it seems really odd for it to be another button. And that one isn't even a GCD lock or oGCD Weave; you use it once the duration ends and its on GCD so...
    I mean yes, Reaper isnt extra Button Bloated like the likes of AST or SAM, but it's still an odd choice.
    (2)

  6. #26
    Player
    Kolsykol's Avatar
    Join Date
    Jul 2015
    Posts
    3,024
    Character
    Aelona Chillwind
    World
    Lich
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Seraphor View Post
    It's a case by case situation. You can't just reduce ALL combos down to a single button, but for some jobs it would be a QoL improvement.

    Monk for example needs all of its weaponskills on seperate buttons for Perfect Balance, however Reapers 1-2-3 combo skills are functionally identical.
    Spamming 1 button is way more boring than spamming 3 imo, RPR is already braindead enough as it is people already complain and rightfully so how empty it feels at lower levels when synced imagine if the base combo was 1 button it'd literally play like a story NPC in the MSQ...

    People totally lose me when they start going on about turning the combos into 1 button and all that...
    So tired of people trying to change what games are instead of just playing something different that fits their wants, I played WoW from Vanilla up to Cata and there was a ton of spamming of 1 and it wasn't fun imo.
    The combat in FFXIV was one of the biggest draw for me because it feels way more involved.

    GNB's Gnashing Fang combo is a bit different because I think there is a stronger argument to be made that it's one single ability split into three.
    I don't think you can really make that argument for the base combos and such, you don't get them all at the same time in the leveling skill tree either they're separate skills.
    Gnashing Fang however is more of a single skill and you get all of them at lvl 60 at the same time.



    Ofc it lowers the level of skill required to play, it's ridiculous of people here to try and argue otherwise I dunno if people just don't want to admit that they want something to be easier but yes pressing 1 button is easier than pressing 3 especially while doing other things at the same time.
    Just like how moving right then left and back is harder than moving right.
    I even hear people say this about auto combos in fighting games and it's just lol...
    Yes someone who is more skilled is going to beat someone spamming auto combos but the amount of skill required to do that is increased than if auto combos didn't exist and more skilled players can in some cases abuse it too while needing to put less effort in.
    Less emphasis is put on skill and it makes the games more braindead.

    Quote Originally Posted by Sylve View Post
    (due to injuries like mine, general physical disability etc)
    I sympathize with this, but you can't expect everything to be catered to people with injurities or disabilities.
    There already are Jobs in the game that are less busy and easier to play in that case.
    I don't think that Job design should be designed with that in mind overall, and it also begs the question of what disability or injury should take priority and be designed around.

    I mean '' general physical disability '' what does that even mean?
    How can you generalize something like that it doesn't make any real sense.
    (0)
    Last edited by Kolsykol; 01-15-2022 at 09:24 PM.

  7. #27
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by icrot View Post
    I have macros for situations like this.

    I know people here aren't a big fan of them but they make my life easier.
    Same. And even using certain macros I still routinely out dps other people.

    The basic design philosophy should be:

    If Skill A triggers Skill B and Skill B can't be used on it's own, they should be the same button.
    (2)
    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]

  8. #28
    Player
    Deifact's Avatar
    Join Date
    Aug 2011
    Posts
    321
    Character
    Deifact Kinspawn
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 61
    Quote Originally Posted by Kolsykol View Post
    I sympathize with this, but you can't expect everything to be catered to people with injurities or disabilities.
    You kind of can actually. I realise it's a bit off topic, but in the EU at least more and more legislation is requiring digital media to meet certain accessibility requirements (websites come to mind first and foremost). Making media more accessible actually benefits everyone. Turning captions on to watch a film on mute, using text to speech to listen to a PDF instead of reading it etc. etc.

    Having the option to combine abilities into less hotkeys is another example. If it's an option, it doesn't take anything away from those who still want to keep it as is, but it allows others who play more comfortably with fewer keys to enjoy the game too.
    (1)

  9. #29
    Player
    Sylve's Avatar
    Join Date
    Aug 2013
    Posts
    1,679
    Character
    Lyote Sharaia
    World
    Hyperion
    Main Class
    Sage Lv 90
    Quote Originally Posted by Kolsykol View Post
    I sympathize with this, but you can't expect everything to be catered to people with injurities or disabilities.
    There already are Jobs in the game that are less busy and easier to play in that case.
    I don't think that Job design should be designed with that in mind overall, and it also begs the question of what disability or injury should take priority and be designed around.

    I mean '' general physical disability '' what does that even mean?
    How can you generalize something like that it doesn't make any real sense.
    Physical disabilities cover a fairly wide range. Not going to try to cover every single one lol, Maybe there was a better word for it, i dunno.

    I did state that such options would be exactly that: Options.
    We already have various accessibility options for things like color blindness.
    Since the system for folding combo actions together exists thanks to PvP, it would not be hard for them to add the ability to use them to the accessibility options.

    IIRC, There was a recent thread somewhere where someone was trying to help their disabled friend play Gunbreaker through macros. So its not like it'd help nobody.
    Nothing about the jobs or future job design would need to change at all.
    I don't think its healthy for the game to 'designate' certain jobs as being the only ones handicapped players are 'allowed' to play. The simple ability to fold certain combo actions together into one button helps far more than you'd think it does.
    For myself, almost the entire rotation of any given job i play is handled through my mouse using Shift/ALT modifiers on the thumbpad and mousewheel because i can only comfortably use a very small selection keys on my keyboard.
    That same injury makes it difficult to grip a controller for any length of time, making it difficult to use one for a game i cant pause. So yeah, save me some keybinds here and there and you open up more jobs that i can play at a decent level.

    I wont speak for everyone, we all manage ourselves in a way that is unique to us, but wheres the harm in bringing an existing system to the wider game if it only makes the game more accessible for more people?
    To reiterate: it'd be an option you enable in accessibility if you need it. I'm not asking for SE to make it the default everyone has to use.
    (1)

  10. #30
    Player
    KuroMaboroshi's Avatar
    Join Date
    Jun 2018
    Posts
    90
    Character
    A'carisa Merahk
    World
    Ultros
    Main Class
    Samurai Lv 100
    Quote Originally Posted by RdehlikaJenma View Post
    (High) Jump doesn't involve movement at all. it puts you back at your starting point during the animation
    While technically correct, which is the best kind of correct, it does move you during the execution of the move, meaning that you can't press it without making sure that you are save to move from where you currently are to where the target you are hitting is to not clip into an AoE or something like that. Therefore, I prefer to keep it separated from non-moving abilities just like all the other jumps that don't put you back whence you came.
    (0)

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