
Originally Posted by
Shurrikhan
My intention there was to question your specific warrant, not your overall conclusion. Again, my preference is actual combos, as compared to the fake crap we have now.
I'd just sooner give players the option to consolidate them since the existing "combo" system works disproportionately to punish impaired players. Intended or not, that's the primary result, the place where "succeeding" at hitting 12345 actually differs from "failing" at following the yellow-glow road or from being able to hit a single button for a single decision (a single inflexible combo).
But fair enough; I apologize if I overemphasized the slippery slope there by not bounding your warrant nearer to just the difference in our conclusions.
Right, but should "I can misclick this" be considered a worthwhile reason to force every player to spend, say, 10 buttons on a mere 3 decisions (DRG) for which there is zero viable use-cases for mixing outside of starting a new combo after having started the wrong one?
7 buttons just for the purpose, if you are correct, of setting traps that will matter almost only to those with impaired dexterity. Is that worthwhile? Is that good design?
Yes, that cost is less on other combo jobs (just 3 for NIN, 4 for SAM), but that is the fundamental design difference at play in terms of "mechanical complexity" for giving or refusing players the option for consolidated combos: trap buttons. That's it.
Which is why I mostly play Monk, and why I preferred SAM when there was at least some slight reason to have each button separately available (such that one could want to use Shifu or Jinpu during Meikyo, even if only very rarely and after having already messed up somewhere prior).
Likewise, I'd certainly rather see Bard be able to bank Refulgent Arrow / Shadowbite procs than see those consolidated. But there ought to at least some use case for the separate buttons. Especially if we're to frame its being there around "mechanical difficulty" as opposed to just "I like my fingers to move around more" (a very real but entirely subjective point of merit for having separate buttons).
I like the tactile feel, the button-flow, of unconsolidated combos, but I see no reason (as I do not believe mere intentional trap buttons to be good design) to deny a consolidated option to the players who care less about that than a more efficient or (to them) intuitive layout.