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  1. #1
    Player
    Terin's Avatar
    Join Date
    Jan 2014
    Posts
    884
    Character
    Jared Kane
    World
    Diabolos
    Main Class
    Dark Knight Lv 90
    I'll admit, if the "combos" are literally going to be "1-2-3" combos as most of them currently are, then I'd say they should be condensed just like in PvP.

    However, I wouldn't mind seeing them do something more akin to the old (ARR) Monk combos. You GENERALLY used "1-2-3" then "4-5-6", however if you were REALLY skilled, there would be times you might deviate, because each part of the combo had a specific EFFECT.

    So there might be times you hit 4-2-3 or 1-5-3, or any combination. You could totally get by just doing the two standard combos, but it gave the high-skill players a means to differentiate themselves.

    Meanwhile, my DRK pretty much just spams a basic single-target combo, or occasionally an AoE combo. I'd happily condense those into just two buttons.
    (9)

  2. #2
    Player
    Mapleine's Avatar
    Join Date
    Sep 2013
    Posts
    226
    Character
    Elodie Claire
    World
    Leviathan
    Main Class
    Sage Lv 100
    Agree with cutting down bloat, but no auto-combo please.
    (3)

  3. #3
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,247
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Mapleine View Post
    Agree with cutting down bloat, but no auto-combo please.
    They removed nearly every bloated action by now, everything we have and used in a rotational basis is useful... There's no bloat to cut anymore.
    (2)

  4. #4
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,613
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Raikai View Post
    They removed nearly every bloated action by now, everything we have and used in a rotational basis is useful... There's no bloat to cut anymore.
    No they haven't. They've introduced new bloat in this very expansion. Some examples? Shoha II, Orogeny, Crown Play/Minor Arcana and Abyssal Drain are all new EW buttons they have no reason to exist and could be baked into their single target equivalent with fall off percentage.

    For old abilities they haven't yet pruned? Play/Draw, Senei/Guren, Shinten/Kyuten, Tsubame-gaeshi, Jump/Mirage Dive, Sonic Break/Bow Shock and Aetherflow/Energy Drain are all buttons they could be merged. Then you have abilities like Cure and Benefit which should just upgrade into their higher level equivalents as they're completely worthless above 50. On the newer side once more, RPR's Shadow of Death is essentially Heavy Thrust—a maintenance buff removed from Dragoon four years ago.

    And yes, Samurai has a LOT of useless button bloat. As does Astro.
    (5)
    Last edited by ForteNightshade; 03-07-2022 at 10:39 AM.
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


  5. #5
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,787
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by ForteNightshade View Post
    For old abilities they haven't yet pruned? Play/Draw, Senei/Guren, Shinten/Kyuten, Tsubame-gaeshi, Jump/Mirage Dive, Sonic Break/Bow Shock and Aetherflow/Energy Drain are all buttons they could be merged. Then you have abilities like Cure and Benefit which should just upgrade into their higher level equivalents as they're completely worthless above 50. On the newer side once more, RPR's Shadow of Death is essentially Heavy Thrust—a maintenance buff removed from Dragoon four years ago.
    I'm not sure why we ought focus on removing AoE | ST options before combos. At least they provide a degree of choice (though less so when the ST option is only 10% stronger than the AoE, as per Bloodletter and Rain of Death, etc.), unlike separate combo GCDs.

    But yes, they could certainly be replaced by conditional skills (defaulting to the AoE if shaped AoE check would include 2+ targets, and giving the ST animation and bonus damage if there's only one) with minimal (but still existent) loss to affordance, given that XIV so rarely has any use for focus damage over greater total damage.

    Agreed on all other points.
    ___________

    Quote Originally Posted by Raikai View Post
    They removed nearly every bloated action by now, everything we have and used in a rotational basis is useful... There's no bloat to cut anymore.
    Frequency of use doesn't determine bloat. Bloat is just a matter of (in)efficiency by which a function is afforded-- i.e., whether the given implementation offers decision-making of greater value than what would likely be possible if it used up fewer buttons (and something else, of average decision-making value for that kit, took up that space). If a given implementation offers zero further actual choices than another that would use up fewer buttons, that implementation is bloated.

    If I made you do a 3-step mudra to cast Glare, you'd use up 3 additional buttons, but that Glare would still just be Glare and spammed just as repeatedly. (If the idea of using 4 buttons to do a single action attracts you, note that you could accomplish the same, right now, by binding Glare to 4 different keys and hitting those in order with each cast.) Those added buttons would be used very frequently -- each 23 times per minute -- but they'd still be entirely bloat.

    Quote Originally Posted by Canadane View Post
    Press 1-2-3 is inherently more fun than pressing 1-1-1. It doesn't matter if it's the same skill repeated or a combo of skills
    Then bind Glare to 3 different keys and rotate, 1-2-3, through them. And just like that, your WHM play is "inherently more fun" now.
    (6)
    Last edited by Shurrikhan; 03-07-2022 at 01:11 PM.

  6. #6
    Player
    Lilyth's Avatar
    Join Date
    May 2015
    Posts
    349
    Character
    Lilyth Chan
    World
    Gilgamesh
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Shurrikhan View Post

    Then bind Glare to 3 different keys and rotate, 1-2-3, through them. And just like that, your WHM play is "inherently more fun" now.
    If there's anything worse than doing a 1 button rotation is this argument. If I told you they were gonna give Savage loot for free the next patch upon talking to the NPC and people complained about it, do you think it's fair to say "Hey just pretend is still locked behind savage, and just like that nothing has changed, everyone is happy now"?

    1-2-3 might not be the hardest most punishing thing out there, but it's something. At least it's a reason for three individual actions to still exist. You have a sequence of different commands and chaining them in a specific order gives you more damage. With 1-1-1-1-1, 3 different actions accomplish nothing, it's just visual padding. There to give players the impression your char still has some modicum of combat interaction when in reality replacing everything with an insta-cast generic "glare" would be the same thing.

    I honestly rather keep my 1-2-3 over that.
    (5)
    Last edited by Lilyth; 03-07-2022 at 02:28 PM.

  7. #7
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,787
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Lilyth View Post
    If there's anything worse than doing a 1 button rotation is this argument.
    Is there another way to read...
    Quote Originally Posted by Canadane View Post
    Press 1-2-3 is inherently more fun than pressing 1-1-1. It doesn't matter if it's the same skill repeated
    ? Either hitting more buttons than is currently necessary is thereby "inherently more fun," or it is not.

    But, fine, let us assume that the claim (1-2-3 being inherently more fun than 1-1-1 even when they have the same number of separable actions) carries an implied parameter -- that this only works "if forced (to 1-2-3, rather than 1-1-1)." We'll adjust the analogy:

    You have Glare I, Glare II, and Glare III. Glare I does 290. Glare II does 310 if comboed -- otherwise, 100. Glare III does 330 if comboed -- otherwise, 100. The combo cannot be broken by actions, thereby retaining the old functionality, and over time they amount to the exact same ppgcd as before. They also have the same animation, since "it doesn't matter if it's the same skill repeated."

    Is that "inherently more fun" button-flow of now being obliged to go 1-2-3 worth the added button cost? Would you give up 2 existing actions, and therein kit control, for those extra two buttons to be spent on what still amounts to a single, inseparable decision?

    That's essentially what's forced onto any combo-heavy kit right now.


    At least it's a reason for three individual actions to still exist.
    No series of actions as would be demarked by a PvP combo have ever each had more than one individual action, as there has never been any remotely viable reason to restart or rush a combo. But even consolidated, a combo still has just as many non-individual actions as before. Button count =/= action count.

    Unconsolidated, a Chaos Thrust combo includes flat damage, a damage buff, and a DoT, flat damage, and flat damage with a Draconian Fire proc -- each on a respective action in its own GCD. Each action takes a button-press. The single path of action, however, takes 5 buttons.

    Consolidated, a Chaos Thrust combo would include flat damage, a damage buff, and a DoT, flat damage, and flat damage with a Draconian Fire proc -- each on a respective action in its own GCD. Each action would take a button-press. The single path of action, however, would take only a single button.

    Holding onto that pretense of complexity, as compared to actually making use of individual actions as per Monk or consolidating them as per the Gnashing Fang combo, is just bloat. Asking that every non-individual action, too, each get its own button is basically just giving the middle finger to anyone who wants more actual depth on a combo-based job.

    Either make them individual actions (as on Monk) or make them individual decisions (as per Gnashing Fang).
    (5)
    Last edited by Shurrikhan; 03-07-2022 at 05:09 PM. Reason: typo

  8. #8
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,205
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Is there another way to read...? Either hitting more buttons that is currently necessary is thereby "inherently more fun," or it is not.

    But, fine, let us assume that the claim implied that this only works "if forced." We'll adjust the analogy:

    You have Glare I, Glare II, and Glare III. Glare I does 290. Glare II does 310 if comboed -- otherwise, 100. Glare III does 330 if comboed -- otherwise 100. The combo cannot be broken by actions, thereby retaining the old functionality, and over time they amount to the exact same ppgcd as before. They also have the same animation, since "it doesn't matter if it's the same skill repeated."

    Is that "inherently more fun" button-flow of now being obliged to go 1-2-3 worth the added button cost? Would you give up 2 existing actions, and therein kit control, for those extra two buttons to be spent on what still amounts to a single, inseparable decision?

    That's essentially what's forced onto any combo-heavy kit right now.
    Combos that doesn't offer much isn't that much more fun. But, if you look at it from another perspective, say Lv 1-29:
    Say you just have 1 button as your skill rotation, and only one button. From level 1 to 29.

    Do you feel a sense of progression? Do you feel like anything has changed from Satasha to Hakkuke Manor? Nope. Now imagine you go to level 50 and your main rotation is still 1-1-1-1-1-1-1-1-1-1-1. All you're doing until then is just watching the enemy... dodging the mechanic... and then monotonously mashing the 1 key on auto-pilot until something new changes. You're not inherently have to spend brain power on the thought process - whether you're on the 2nd combo or whether you need to reset the combo because you're on the 3rd combo action. You just... press 1 until the fight's over.

    Therein lies the difference between spamming Glare x100 and having a 3 button combo.

    I completely agree with you - consolidating combo skills to create room for more INTERACTIVE skills and synergies will be great. However, that's not what was addressed on the thread. Nothing was mentioned about consolidating skills to make room for more interesting skills. In that case, it's more preferable to keep the current system with a 1-2-3 combo than without.
    (6)

  9. #9
    Player
    Canadane's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    7,466
    Character
    King Canadane
    World
    Hyperion
    Main Class
    Sage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    But, fine, let us assume that the claim (1-2-3 being inherently more fun than 1-1-1 even when they have the same number of separable actions) carries an implied parameter -- that this only works "if forced (to 1-2-3, rather than 1-1-1)." We'll adjust the analogy:

    You have Glare I, Glare II, and Glare III. Glare I does 290. Glare II does 310 if comboed -- otherwise, 100. Glare III does 330 if comboed -- otherwise, 100. The combo cannot be broken by actions, thereby retaining the old functionality, and over time they amount to the exact same ppgcd as before. They also have the same animation, since "it doesn't matter if it's the same skill repeated."

    Is that "inherently more fun" button-flow of now being obliged to go 1-2-3 worth the added button cost? Would you give up 2 existing actions, and therein kit control, for those extra two buttons to be spent on what still amounts to a single, inseparable decision?

    Yes.
    As I mentioned, it's not the actions ingame, it's the actions IRL.

    Multiple actions comboing off a single button makes it feel more like a smartphone game where it's just tap to win, or some other rudimentary simplistic system. It's not fun, nor is it engaging to play.
    You could be doing sick flips and attacks and spark fire from the heavens, but if you're just pressing a single button to make it all happen, why not just go play one of those dime-a-dozen anime gacha games instead?
    (6)

    http://king.canadane.com

  10. #10
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,613
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Shurrikhan View Post
    I'm not sure why we ought focus on removing AoE | ST options before combos. At least they provide a degree of choice (though less so when the ST option is only 10% stronger than the AoE, as per Bloodletter and Rain of Death, etc.), unlike separate combo GCDs.
    Because the combos offer some engagement, albeit it mildly so. At the very least, they break up the monotony of spamming the same button. AoEs don't provide any choice? They're entirely binary. You press Orogeny at 3+ targets; Upheaval otherwise. Any other decision is wrong. The difference is you hardly ever press the AoE equivalents in content that matters. So they hardly see use outside dungeons.

    I've said before, if I thought they would replace combos with something new, be it several additional combos, new sequenced buttons or something. I'd be a lot more open to the idea. If it's literally just reducing say, Dragoon, to a job primarily spamming 1 and 2, I'd much prefer the current system.
    (5)
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


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