Quote Originally Posted by BrokentoothMarch View Post
An additional layer of execution being condensed to little more than "press next number" is hardly some intense thought.

An actual layer of execution would require more reactive responses. An enemy is casting X, however, if they are casting something else, Y is the better option. I must keep Z up now before the next phase, as I will not be able to reapply Z come that moment. There are extremely few, if any, moments like that in this game.
Execution isn't inherently tied to any kind of thought process. In Rythm games, high-level play typically revolves around memorizing and repeating a scripted map of inputs. Combos are just a convolution to provide some variety and depth to filler inputs, while the 'thinking' happens in more manageable intervals determined by your overall rotation and cooldowns. Homogenization is definitely a problem in this respect, but giving jobs even less buttons to press doesn't help anything. Condensing combos isn't going to prompt the devs to add complexity in their place.


Quote Originally Posted by BrokentoothMarch View Post
This is why I often say this game is complex in name only. Aside from many a button, there's not much behind it. And, again, there are some buttons that simply have no business not being collapsible. I once again bring up Ikushoten and Ogi Namikiri, which are buttons that are intrinsically tied (You literally cannot cast Namikiri without Ikushoten) yet are two different buttons. This is hardly complex, but instead just tedium pretending to be complexity.
I have to side with an earlier poster; I don't really think it's reasonable to comment on a games complexity when you don't actually do the offered content that fully engages the games mechanics. I think there is a reasonable argument to be made that more of the games content should necessitate jobs to actually interact with their toolkit in a meaningful way.


Quote Originally Posted by BrokentoothMarch View Post
Both of you can cope about how it's more complex to press a button with the label 2 over it rather than 1 all you want, but it doesn't make things any more deep. If you truly are going to tell me that complexity is something we were all taught in pre-school, then what a pathetic bar to pass and I have no need to discuss with either of you. .
Ok, with all of what you've just said taken into account;

Can you explain why you yourself frequently fail to complete combos during combat encounters? Is it just personal choice not to interact with the combo system or something?