Quote Originally Posted by Shurrikhan View Post
So, mods actually do... both. The consolidation macros, moreover, are just prepackaged forms of the second (in which you can consolidate whatever you want in whatever order you want, including both oGCDs and GCDs, even based on conditionals like targeting enemy, targeting friendly, or targeting nothing).
I should clarify a little bit what I meant there. (I am still deep in migraine-land, so I do apologize if I either ramble or am not as clear as I could be.)

From what I can see of how the hotbars work from a bit of cursory poking, there's no (rational) way to constantly swap actions in and out on in series. The PvP action buttons appear to work sort of like macros behind the scenes, where the actual ID of the action on the bar doesn't change, but the icon (and other metadata, like tooltip et al) and the code executed by that action ID do.

Now, in PvP, there's no way to put the individual pieces of the combo on separate parts of the hotbar. (At least, not without some trickery.) But to have the option of both the individual 1-2-3 actions on the bar and to have a PvP-style single-button-combo, you would either need to make a new copy of that combo (e.g. something with a separate action ID than the actual individual actions), which could also be dragged from something -- say a "Combos" tab of the Actions & Skills list -- or you would need a more complicated/abstract system which could basically just take generic 'this is the combo sequence' lists of actions to be executed in series.

That's all I mean: basically, if the devs wanted to pull one-button combos a'la PvP into PvE, they either need to define every possible combo folks would use (and make pre-made 'combo sequences' that could be put on a hotbar) or they need to make a tool in the game that lets players define those for themselves. The latter is more work, but -- in my opinion -- also the 'correct' approach.

But if that's a QoL change they intend to make as part of their (demonstrable) effort to take QoL hints and lessons from the modding community, given this game's wonky input system and code cruft, it's probably not one that we'll see land in the client in the immediate future.

Quote Originally Posted by Shurrikhan View Post
Same. I just think having no easily seen and graspable system could a missed opportunity for accessibility.
On this we agree entirely.

(I'm actually in the middle of writing up a guideline document on "designing for accessibility" for the gamedev team I lead in my spare time, because -- as said -- I do feel fairly strongly about accessibility issues. So, migraine or not, this topic in a general sense is all fairly front-and-center in my thoughts right now.)