You actually literally couldn't whiff Gnashing Fang's combo, except by hitting a weaponskill outside its combo line, which has been unchanged in that consolidation. Like Wheeling Thrust and Fang and Claw, you could only hit those buttons when available.
Sadly, that is somehow considered the line in the sand for combo consolidation, as if Gnashing Fang could only be "sacrificed" because it was already 'crippled" by involving two fewer trap buttons.
Granted, there are also still people who'd swear up and down that Glare would be more fun if it just forced you to hit a different button each time in a three-step cycle for the exact same effect, as if they somehow don't likewise have the option of multi-binding it unless that choice is forced on everyone else as well (as per XIV's "combos" in general).
Now, I can definitely see the argument for favoring the tactile feel of hitting more buttons. There's the whole rhythm game element to hitting a different button each time, and it even makes it easier to keep track of where one is in a fight. I enjoy that. That's why I'd never care to force consolidation upon everyone. Even Gnashing Fang's consolidation should have been a choice, imo. But we shouldn't be denying others that choice over the weirdest of petty forms of pride (that "I can hit 2 after 1 more consistently than you can!").
Remove the trap element, so your choices are just to reset, switch, or continue a combo (as would be possible, too, for consolidated forms) for balance against those consolidated forms --and to stop disproportionately punishing just the dexterity-impaired or especially anxious players among us-- and give players the choice. They can slot the individual skills or they can slot the combo line (with no ugly PvP icon borders, please).
(For stuff like Jump -> Mirage Dive, likewise provide the choice so that players can ignore the built-in safety delay to immediately double-weave a Mirage Dive via the separate key if they so choose.)



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