Since you don't do any of the endgame content where it even matters what your DPS is.
Just unbind keys then and just do your 123 combo.
Don't ruin the game for the rest of us.
Since you don't do any of the endgame content where it even matters what your DPS is.
Just unbind keys then and just do your 123 combo.
Don't ruin the game for the rest of us.



OP, fishing on the forums honestly isn't as entertaining as spear-fishing in-game, I've heard.![]()
Mortal Fist
Sounds like OP should go play something like ESO or one of the many other MMO's out there with boring 3 button combat.



Could be worse. Your don't have a bug that vastly affects your job rotation in situations that you generally have no control over - or have a button that wasn't asked to be shared that's now causing skill queueing issues.
More fun, is the second time your job has been once again affected by an actual bug.


Personaly, i dont care if a basic 123 rotation becomes 111, if its just a constant rotation on its own. There is no thinking here about the next ability if you are going for the rotation.
However, once at the 3rd ability there are follow ups, it starts to matter because your button presses become an automatic reflex based memory system. You dont realy need to remember which button you pressed last because your finger is already prepared for the next one. And this sort of feedback matters in combos. Turning this into a 111 combo on that is more likely going to make the class harder to manage efficiently.
Even if there is a resource bar charging up at runtime, its something the player has to track visualy. Tactile feedback is always faster and therefor more efficient. Only when the resources are a bit more complex to manage (like red mage), then merging things could be done as QoL so you dont have to remember which button is the next one in the combo (its just that the red mage doesnt have that issue as there is nearly always an option of choise going on). But even here, lets say you can charge up your resource in a basic 12 combo, to which 2 has no use seperately (there is no 3). Then merging this is simply better. But the moment there is an option to take a diffirent path in abilities, it must be a seperate button.
OP might be trolling a bit but the button bloat is a bit of a problem. For example, a lot of jobs just have a 123 combo for the sake of having one. First in my mind is machinist and reaper. Some jobs have combos where the 123 makes sense to have because they can branch off in different direction, like samurai, dancer, and monk.
In the case of RPR specifically, it feels like i barely ever need to hit the 123 combo, it's very filler.
Edit: I just want to add. A rotation can have depth and fewer buttons. More buttons don't mean more depth, more buttons just means more bloat.
Last edited by Averax; 04-15-2022 at 12:18 AM.
I would not mind one button combos if post have multiple outcomes. I like the pld in the regard to the combo because at the end you can dot or start another chain of things. <3 kupoOP might be trolling a bit but the button bloat is a bit of a problem. For example, a lot of jobs just have a 123 combo for the sake of having one. First in my mind is machinist and reaper. Some jobs have combos where the 123 makes sense to have because they can branch off in different direction, like samurai, dancer, and monk.
In the case of RPR specifically, it feels like i barely ever need to hit the 123 combo, it's very filler.
Edit: I just want to add. A rotation can have depth and fewer buttons. More buttons don't mean more depth, more buttons just means more bloat.
Kupo!
RDM is fine.I wouldn't mind combining different combos into single buttons a la pvp. Mods do that already.
As a controller player, everything is possible due to swapping extended crossbars, but some classes are fairly uncomfortable to play. That would go a long way into making them more accessible and not really much simpler.
Can't do this with every class though, but RDM and DRG come to mind. Not compressing all their combos, but at least the 123s, leaving rest of weapon skills separate.
SAM and MNK get more complicated because of their rotations, though.
DRG I have a whole other bar swap for aoe because my 123 is actually 12345 and the aoe doesn't fit on my main bar.
Ideally I would not bar swap at all, like with SCH, whm, dnc and my tanks. I use expanded xhb for them and gate R1 swapping.
Still trying to find an ideal setup for smn because the bar swap doesn't feel good or "stick" if I swap before combat to use aoe abilities in my opener on trash. If I open on bar 2, it swaps back to 1 when I get in combat and it's driving me crazy.

I agree with you, as I am old and infirm.
My ideal solution would be to make combat macros work better, so that we could stack skills without losing however many fractions of a second (and avoid people just posting DON'T DO THIS whenever one searches for combat macros in order to make combat easier for oneself).
A compromise would be to have the combos all put on one button like in PvP. (I realize that there is a plugin that does this, but having to use a plugin is not a great solution at all.)


Miss when jobs made you think tbh.
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