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  1. #11
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,866
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Saraide View Post
    To me there is a massive discrepancy between how much people advocate for it and how much the combo collapsing plugin is used on one hand and the extremely low impact you are describing on the other.
    Again, I do think the impact will vary. You give up something (helpful tactile cues) to avoid something else (annoyingly pointless trap buttons), the (de)merits of which will vary person-to-person.

    I think, however, that the discrepancy comes down to consolidation (or allowing for combos to be separate actions -- either one) being also a solution to a second issue, and so it ends up a solution to two different problems, or sees approach from two different ends. Put more simply, if the total interest so much larger than what we'd see from Group A (with its related Reason A) alone, it's because there's also a Group B, with their own reason for wanting it.

    That other approach or issue is that more abstract design principle I mentioned before: Inseparable combos are an eyesore of a design. As insignificant as its impact may be to the average player, the design itself lands, painfully, between two worthwhile designs that'd give it reason for those buttons (consolidation or separable actions), managing neither.

    You'd have no less a 'disproportionate' reaction (one larger than its direct influence on players' ability to play what they want) to, say, a clunky or worthless ability even on a job whose kits still works plenty smoothly or powerfully on the whole.
    Does the current combo design have large impact? For most players, no.
    Does it make the game (or job) significantly less playable? For most players on most jobs, no.
    Is it bizarre to the point of annoyance to many? Absolutely.
    (2)
    Last edited by Shurrikhan; 03-13-2022 at 05:06 PM.