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  1. #51
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by KuroMaboroshi View Post
    example, one of the two common TEA openers would abort its combo after a few GCDs in order to be able to place a DoT on the Liquid Hand the moment it appeared.
    That isn't hampered in any way by combo consolidation, though.

    Since all ST combos fork only at their second step or later, you can just got any other ST combos key to restart even the one you're already on.

    You lose no access to any of the minor optimizations already possible. There was no use case for hitting Vorpal after Full, only for continuing, changing, or restarting combos, all of which you can still do.
    (0)
    Last edited by Shurrikhan; 06-04-2022 at 10:08 AM.

  2. #52
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Ayer2015 View Post
    Probably because anything over 24 skills feels like button bloat.
    Depends on how those in excess (of wherever you tend to draw the line) are used.

    Are the excess useful in their own right? Or do they require multiple buttons just to perform a single decision, without any new use cases or affordances provided by their split? Can they only be used after certain actions anyways, and for only as long as the other is on cooldown? Worse, do they effectively lock you out of other skills, making a waste of far more buttons for the time being?

    If they do any among those, then they're probably bloat. But that's what's being lost in these comparisons to Heavenward. The occasional oddity like Power Surge aside, those extra skills had multiple use cases as to warrant their separate buttons, unlike Draw play, Ikishoten-Namikiri, and the like. It had a greater number of auxiliary keys, but less bloat.

    (And, no, ARR did not have as many buttons as now for most jobs. Our ARR native kits had a max of some 21 keys, and you could only slot 5 Additional Skill actions. Compare that to some 26 native buttons and 5-6 Role Actions.)
    (2)
    Last edited by Shurrikhan; 06-10-2022 at 01:57 PM. Reason: Actually 5-6 Role Actions, not 4-5; sorry for typo.

  3. #53
    Player
    DixieBellOCE's Avatar
    Join Date
    Mar 2022
    Location
    Limsa Lominsa
    Posts
    1,132
    Character
    Playful Kitten
    World
    Ravana
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Saraide View Post
    And yet when checking many logs of many different players on real content you very often see missed combos. If the 2-3 spaces on your hotbar you free up make or break your setup, then the issue isnt combo buttons taking up multiple spaces, it's that your hotbar setup sucks.

    Pointing to it being an option is completely meaningless. Job difficulty and mechanical difficulty is always connected, make one easier and you make the other easier aswell.
    Or, like me you have a physical impairment that makes having a large number of keybindings impossible.
    having the option to consolidate skill chains would be a major QoL update.
    (1)

  4. #54
    Player
    Renalt's Avatar
    Join Date
    Apr 2022
    Location
    Uldah
    Posts
    3,886
    Character
    Renalt El'doran
    World
    Balmung
    Main Class
    Bard Lv 90
    Quote Originally Posted by Croatoan View Post
    There should be the OPTION to make all weaponskill combos "one-button" chains instead of requiring you to press a sequence of 3 different keys.
    There're also several actions that should be optionally consolidated to 1 key. AST's draw/play for example.
    If implemented, this wouldn't grant any kind of advantage or effect other players in the least.
    There is a 3rd party tool that rotates your combo actions. That's all I can say.
    (0)
    When you deal with human beings, never count on logic or consistency.

    Fluid like water. Smooth like silk. Pepperoni like pizza.

  5. #55
    Player
    Vrankyl's Avatar
    Join Date
    Nov 2014
    Location
    Gridania
    Posts
    571
    Character
    Tsenno Se'senovoto
    World
    Mateus
    Main Class
    Gunbreaker Lv 100
    As others have said this is completely ignoring that most melee dps have branching base combos. Take SAM for example. As the person stated you have 1-2-3, 1-4-5, and 1-6. They need to be separate because two of them have buffs that need to be maintained to them and you may need to alternate where you are starting on each pull based on the status of your buffs and how much and which Sen you have. So at most, you got rid of a whopping 2 buttons. Not much difference and tbh... I don't see much advantage of it. Like okay wooo. The reality of it is, all you are doing is earning yourself about 2 button spots top for no reason other than... you want to just press the same button. Hells PLD will only gain a single button spot because it too has a branching combo.

    That said, if it is purely optional. Sure whatever, but I don't really see a need to use any resources on making it a thing.
    (0)

  6. #56
    Player
    pikalovr's Avatar
    Join Date
    Feb 2021
    Posts
    291
    Character
    Pikalovr The-shocking
    World
    Diabolos
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Vrankyl View Post
    As others have said this is completely ignoring that most melee dps have branching base combos. Take SAM for example. As the person stated you have 1-2-3, 1-4-5, and 1-6. They need to be separate because two of them have buffs that need to be maintained to them and you may need to alternate where you are starting on each pull based on the status of your buffs and how much and which Sen you have. So at most, you got rid of a whopping 2 buttons. Not much difference and tbh... I don't see much advantage of it. Like okay wooo. The reality of it is, all you are doing is earning yourself about 2 button spots top for no reason other than... you want to just press the same button. Hells PLD will only gain a single button spot because it too has a branching combo.

    That said, if it is purely optional. Sure whatever, but I don't really see a need to use any resources on making it a thing.
    3 buttons for SAM thats enough for a whole new chain of ogcds or new kenki spenders if you feel like just 3 buttons isn't alot then i guess kaiten shouldn't have been removed for button bloat/actionbloat then as well. and getting more kenki spenders is also useless since it's being basically used for shinten spam now by other sams

    PLD would save 2 buttons since you only need 2 buttons one for the main combo and one for the branching combo. once again thats two whole spaces they can work with that aren't being taken up cause little timmy could fat finger 3 instead of 4. which is entirely moot for multicombo jobs or branching combo jobs since you can still fat finger 1 instead of 2 for your finisher.

    also MNK wouldn't be consolidated into 1 button combos cause his kit actually makes use of each combo button. and for example doesn't have a second step button that is just there to essentially get you to your finisher and serves no purpose outside of being used in the combo. stop bringing him up as a reason to stop ALL other jobs from being condensed. he wouldn't anyways it's not that hard
    (0)

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