I would literally quit the game if they brought over the 1 button nonsense from pvp.
I would literally quit the game if they brought over the 1 button nonsense from pvp.



My ideal scenario would be if they made it optional
Put the combo version of the button into the Actions List, and players have the choice of whether to add it to hotbar OR use the individual actions instead.
In my case, yes, definitely. It takes a fight or three to get used to, but I need only either to have positionals on the job (basically, anything but Reaper) or my SFX turned on. Either is sufficient.There is a difference between Dragoon and Reaper combos and gameplay in general that I would like to address and that is knowing where you are in your combo. Imagine if everything was consolidated, you had the one button combo. Could you honestly say that, during moments of heavy mechanics, you could keep track of where you were?
I played around with key-swap macros to test out exactly that and never felt remotely lost as to what positional was coming up or when. The only real (and still brief) sticking point was remembering when a mechanic would be coming out for, say, a pre-pop Veil, TBN, or Third Eye, since that used to occur on a certain button-press.
The learning curve is shallow and short. It very, very quickly doesn't matter which button you just pressed and instead which action you just used, for which there are cues beyond mere button-press. Just as I don't need a separate button to tell me that, via Between the Lines, I'll be teleported to my Ley Lines when I've already hit Ley Lines (button-swapping one over the other), I don't need a separate button to tell me that if I just heard Disembowel go off, my next two GCDs are rear attacks followed by a flank.
It doesn't take additional buttons to remember that you merely alternate between Double-rear Split-flank, and the SFX of Vorpal, Full/Heaven's, and Disembowel are plenty to remind one to Life Surge or move if not pre-positioned.
This seems the larger concern to me, though I do think there are precedents that disarm it, as I'll get into in a moment. It essentially boils down to (A) many wanting jobs not to have further depth and/or (B) that the devs won't necessarily fill that space with anything... better. The last thing Dragoon would want, for instance, is yet another Dragon Sight or unbankable "just damage" oGCD.However, whilst I am on this topic, giving the option could also lead to problems. Some consolidate, some do not, the ones that do consolidate suddenly say, 'my bars are empty, add more as we have the space', whereas the ones that do not say it is fine. Is there going to be pressure from one side to force the game into a particular option? If the option was there, I do not see the devs bending to cater to one side or the other, however, the possibility is still there.
Alternatively, it could be seen as homogenizing (in terms of difficulty and modes of complexity) if jobs that previously devoted a large degree of button-space to non-complexity then added complexity in its place. We could say, for instance, that the mindless rigid combo backbone of Dragoon is what really gives it room to think about banking oGCDs like Mirage Dive and Stardiver (not that there's much thinking to be done at this point, under modern CD alignments). And that all therefore becomes a much larger can of worms.
I don't think it's a particular threat, though. So long as Yoshida lays out that the change is a QoL option, and will only ever be a QoL option, and those who want more buttons from those jobs are free to just not use that feature, then that's pretty much the end of it. The threat is more in any ambiguity about future design, if left hanging, than inherent to offering that choice. Resolve that ambiguity, and there's no such issue.
Last edited by Shurrikhan; 03-09-2022 at 07:57 AM.

Couldn't this be achieved using a macro?
Doing this via macros sacrifices the ability to queue those skills (requiring button-mashing or, better, hardware macroed or controller-based 'turboing') and much of their hotbars(' space) in order to make room for those macro-based swaps. Such takes a fair bit of time to set up and, again, comes at cost.
Normally, for PC players, such is done via mods. Consoles players stay in their corner and keep quiet, because asking for parity would dumb down the game.
I had assumed he was referring specifically to hot-swap macros, but, yes, timed macros will break if you are within an animation lock (the brief internal cooldown shared by all distinct actions, including those that do not incur the GCD) when the timer completes and attempts the next skill in the chain.
Last edited by Shurrikhan; 03-09-2022 at 09:04 AM.



Nope. For one macros are locked to hard seconds. The base GCD is 2.5 and SKS can lower this further.
So for a 1-2-3 combo, to be safe you'd have to wait.3 seconds between each line, meaning the 1-2-3 would take 1 second longer on a macro than direct inputs.
Second, and I've never tried to make a battle combo macro... but I'm fairly certain that other inputs, via weaving, could break the macro entirely.
I hope so, in PVP works perfectly and no one complains. In fact we could have more unique/cool skills added instead of "lol look at this new trait at level 89.. just potency".
tbh, a few basic combo of some jobs could be consolidated to one button.
out of the jobs I've been playing lately, RPR, GNB and DNC comes to mind.
the RPR slice combo could probably be reduced to one button, and their AoE combos. The scythe combo as well xD
That's 3 free buttons right there, and functionally nothing would change.
GNB can stack edge/shell/barrel to one, like they already did when you used Thancred against Ranjit.
and I'm sure there are others as well.
yes. it would depend on the skill in question.Don't really see why it shouldn't be a thing.
Brainless 1-2-3 basic combo vs brainless single button spam for a 3-combo attack, they are basically the same, but the latter save you two slots and potentially more depending on classes, like Dragoon has a lot of combo buttons.
Not all classes need this though. Monk, for example, have unique combo system where their attacks are interchange-able, so it would be better to keep their combo button seperately.
Last edited by hagare; 03-09-2022 at 02:10 PM.
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