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  1. #1
    Player
    Saraide's Avatar
    Join Date
    Jun 2021
    Posts
    3,082
    Character
    Saraide Derosa
    World
    Odin
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Shurrikhan View Post
    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.
    It's not just a matter of impaired dexterity, it's in many many cases a matter of lack of attention stemming from not knowing mechanics well enough.
    (1)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,885
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Saraide View Post
    it's in many many cases a matter of lack of attention stemming from not knowing mechanics well enough.
    Then, is that a meaningful fail condition worth forcing anyone and everyone to spend almost a fifth of DRG's native toolkit buttons on?

    Is the ability to accidentally hit 132 instead of a 123 worth refusing anyone and everyone the ability to save a 15% of one's job buttons in making sequence-fixed/singular decisions take only a single button slot?

    7 buttons, a fifth of a job kit, spent to make sure there's extra punishment if one doesn't follow the lit-up abilities. Is that good design?
    (3)
    Last edited by Shurrikhan; 06-03-2022 at 09:26 PM.

  3. #3
    Player
    KuroMaboroshi's Avatar
    Join Date
    Jun 2018
    Posts
    91
    Character
    A'carisa Merahk
    World
    Ultros
    Main Class
    Samurai Lv 100
    If it is 100% optional, is guaranteed to not give an advantage or disadvantage and turned off by default, I don't see how more options hurt anyone.
    However, I do have less trust in the programming. For example, many Fighting Games that added block or dash buttons (which is usually done with the D-Pad or equivalent) had those not using these play sub-optimal due to suddenly possible option selects caused by unprecise programming. So unless 100% parity is guaranteed, I'd rather we not take the risk. But assuming it could be achieved, nothing wrong with options.

    As for how I personally feel about it: In dungeons and other content that doesn't require me to have a brain to begin with, I'd rather have a more involved rotation cause it is the only thing preventing you from falling asleep right then and there. Meanwhile, in high-end content, being able to minutely manipulate your rotation is usually what optimisation ends up being all about. So I would hate having my abilities condensed, which is why it would be so important to give parity and make it optional only.

    Quote Originally Posted by Shurrikhan View Post
    Then, is that a meaningful fail condition worth forcing anyone and everyone to spend almost a fifth of DRG's native toolkit buttons on?
    [...]
    7 buttons, a fifth of a job kit, spent to make sure there's extra punishment if one doesn't follow the lit-up abilities. Is that good design?
    To use DRG as an example since it was brought up: Sure, it has some of the longest combos in the game, but that actually gives it the ability to pull some neat optimisation in non-faceroll content. For 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. To optimise damage before that, a DRG would do the first half of its DoT combo and then the first half of its non-DoT combo.
    All of this kind of makes me wonder whether removing direct access to those buttons altogether, even if optional, would be a good idea, since in that situation people playing with condensed combos would actually be at a disadvantage. The devs would have to come up with some smart system to prevent that from happening.

    On a side note, sure, DRG has long combos, but it's not like it suffers from button bloat so I don't think they should tackle that one first.
    My setup has multiple Dragon Sight buttons, multiple potion buttons, LB, separate buttons for High Jump and Mirage Dive cause I don't use the new condensation of those, and bring two True Thrusts to separate my combos more neatly and I still have enough empty spaces on my hotbar to cleanly separate different areas on it.
    Meanwhile, on AST even with just role actions, LB and a single ress button I have 3 space left, with not potions anywhere in sight. Though I suppose AST doesn't have any combos that could be condensed, other than perhaps draw buttons being rolled into one...
    (0)
    Last edited by KuroMaboroshi; 06-03-2022 at 11:46 PM. Reason: typo

  4. #4
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,885
    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.