So make DRK into an EXACT copy of WAR instead of a slightly different one? Homogenize DRK completely into being a WAR clone? One of the things about DRK right now that is unique (non-homogenized) vs the other Tanks is their oGCD focus.
I think the argument is to just pick one of the other and dump the other one. Either have the gap closer and dump the non-gap closer, or dump the gap closer and keep the non-gap closer. If they want to keep range functionality, just make it a ranged attack. If they don't, then make it where you don't lose the stacks on taking any other actions so you can, say, Raiton, Throwing Dagger, Sukuchi, 1-2-3 combo, then Raiju. There are several ways to address this problem aside from having two buttons, one or the other of which isn't used by most players (min/maxers use Forked because it doesn't have animation lock).
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As for NIN buttons that could be combined, from easiest/least impactful to the player to most:
Armor Crush/Huraijin (as stated in the OP)
Forked/Fleeting Raiju (as stated above)
Bunshin/Bhavacakra (you always want to use Bunshin first; have Phantom overwrite Throwing Dagger while in effect, since you never want to use Throwing Dagger if you have a Phantom Kamatachi available anyway)
...for starters. You could also combine the AOE 1-2 and single target 1-2-3 into a single button (using Armor Crush/Huraijin would mean pressing it twice for the 1-2- then pressing the separate Armor Crush button for the Huton refresh).
I'm not actually proposing those changes, either, mind you, but saying they could be done without really impacting the gameplay much at all.
Isn't this true of MOST dps CDs, too, though? Including most of NIN's? Not all of them, mind you, but most of them. Mug will generally be used on CD for most of the fight. Meisui will mostly be used at the same point. Trick will mostly be used at the same point. TCJ will mostly be used at the same point. etc etc. This is true of quite a few Jobs where the only time you really change it is if the boss is about to go untargetable and you have to hold burst, or in some unique cases like GNB Gnashing Fang drift or SMN Summon drift.
Yet another attempt at an ad hominem says "Whaaaaaaaaaaat?"
Yeah, but the point is, it very much is "more buttons not leading to more interesting/challenging gameplay" and a path to homogenization instead of away from it.
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Honestly, it would be cool if you could do Provoke/Reprisal effects through more Job specific stuff.
Shield Bash should be a big fat enmity generator, for example, instead of a button you only use for two levels until you get Low Blow and/or in PotD. And I agree that I'd rather see all the Tanks just get another charge/faster recharge on their mid teir CDs than have a separate button shared between them in Rampart. Cut all the 90 sec CDs to 45 sec and remove Rampart, simple fix there (or make it PLD exclusive once again). Reprisal isn't a bad ability, and does need to be a "doesn't do damage" thing so holding it isn't a bad move (contrast with modern use of "gap closers" as "extra burst damage" now...)
WHM could have Esuna as an upgrade of Cure 1 giving a small heal + cleanse while SCH's was based on their Faerie and AST's could be a stand alone spell, for example. Each unique ways of delivering the same effect that are class thematic instead of an additional boring Role Action button.
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But yeah, there's definitely a lot of button bloat and bland role actions in the game that could be combined with other things to make them more interesting.



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