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  1. #15
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,959
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Aco505 View Post
    DRG does not suffer from button bloat because it's actually one the jobs with the least amount of actions needing to be bound in the hotbars. There's several controller users in this thread saying that they've never had an issue with it. As a keyboard player, I don't find myself out of buttons with DRG at all. Tanks and healers present more problems because of their targeted utility in addition to their damage actions and cooldowns.
    Every combo save for DRG's, even when including Continuation atop the old 3-button Gnashing Fang, could be done in a single palette (i.e., just the face keys or just the DPad keys of a given side of a single hotbar), so I don't think it's unreasonable for Zaniel to expect that, given that there is zero affordance given at present to having two separate buttons for Wheeling Thrust and Fang and Claw (which cannot even be used except during their procs and, on M&KB, can be performed without tracking the current step just by key-swiping over both each time), the combos might be consolidated to at most 4 buttons each, without any effect on the actual combo actions.

    They went so far as to consolidate keys that could thereby cause issue (first by accidentally queuing Mirage Dive before Jump has even actuated, then by adding too long a lockout period before Mirage Dive could be used thereafter). While that likewise made it so could intuitively put all Jump/Dive keys on the same palette (HJ, SSD, DFD, SD), which already adds some warrant to that expectation, allowing for a consolidated WT and F&C arguably has greater benefits and does not have the same vulnerabilities, making it a decently strong contender.

    Whether that consolidation would be a pure good or not is questionable, but I Zan's right to point out that there is no advantage in those separate keys, nor, in WT/F&C's case, any change whatsoever to difficulty, depth, or the like.

    (MNK, thankfully, was spared the fixed XIV-style "combos", and thus actually needs its 6 ST buttons. DRG, on the other hand, needs only two buttons to retain exactly the same ST rotational depth it has now.)
    (3)
    Last edited by Shurrikhan; 07-17-2022 at 03:36 PM.