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  1. #1
    Player
    Renathras's Avatar
    Join Date
    Dec 2014
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    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Honestly, I think the bigger point of discussion is how those buttons are used.

    MNK is one of the highest skill ceiling Jobs in the game (probably on par with BLM - some of the hyper optimization stuff for MNK is ridiculous), yet at 31 buttons has both less than my preferred 32 AND has the least of all the Melee Jobs AND is 3rd least in the game, only behind MCH and SMN. It probably also has the most involved "filler" in the game since its rotation is in a 2:2:3 resonance and even that is disrupted when you use Perfect Balance to get your two Nadis. It still has a complex burst besides this, so it's not "complex filler and empty burst", has several oGCDs to weave in said burst, and has the fastest GCD in the game making it even more busy.

    I think looking at how many buttons/hotbar spots a Job takes up IS useful since it gives us a good start in knowing what MIGHT have more than it needs, but not all Jobs need the same, not all Jobs need few, and Jobs can have few buttons while also having high complexity at the same time. What's important is how the buttons are used, if they all have a use, etc.

    Even on MNK, Riddle of Air and Fire could be combined (Air is literally just white auto-attack damage increase), so even there, there's room for trimming fat. But MNK also shows a Job doesn't need over 30 buttons to be a complex and interesting Job.

    Quote Originally Posted by Deo14 View Post
    I thought the argument was that not everyone is comfortable with the way controllers handle that 48 button layout. Was it just a side/off-topic comment?
    Yes, it was a side topic. I use 32 as a marker, but as I noted originally (wrongly, as it turns out), 30 could also be used. We could also use 24. As the MNK example shows, a high number does not necessarily equate to a high complexity or skill, so there's no magic "X number needed to be good". How much is too much will be subjective, though. I only use 32 specifically because there is a reasonable argument to be made for (some) controller players and that in general, 30 IS a lot of buttons. However, this thread wasn't to suggest that there IS a cap nothing should be above (as I said and always do; I prefer an all of the above situation where we have a spread and let people gravitate to what they like best), but rather to counter the idea that Healers have few of them relative to other Jobs. The lowest healers (WHM and SGE) are right about the average overall (~33), and AST and SCH are on the top end.

    .

    As to what "seems conflicting": Because as I say, not everyone plays everything. Just as with the difficulty and "4 Healers Model" discussions, I believe a spread is good and people can gravitate to whichever suites them best. Of all the things I say here, is this not a thing I'm consistent with to and beyond a fault?

    So the reason it's not a conflict is that I believe having a spread is good. I DO believe it's worth looking at different amounts to verify they're all useful, however.

    .

    Physic isn't a problem itself, it's like Shield Bash where the use case is too narrow. They should give it the Vercure treatment. It's now a distinct ability from the SCH one, so there's legitimately no reason for it to be linked to MND. That said, it's actually useful for players level 50 and below, which includes PotD. Honestly, Energy Drain/Siphon/Fester/Painflare are the first place I'd point to for SMN button bloat. They could just make Siphon and Painflare do the Drain/Fester damage to their first target and then have their falloff damage. There's genuinely no reason for them to be separate buttons, and Energy Drain, Energy Siphon, and Fester don't even fit SMN's aesthetic anyway. As I said elsewhere, they could just have Baha/Phoenix give you your Ruin 4 charge for the minute and remove the rest and nothing of value would be lost, OR remove all but Painflare, make it do the same damage to the first target as (ED + Fester + Fester) / 3, give it a 20 sec CD and 3 charge stack. Amusingly, this would probably actually increase SMN's skill ceiling slightly (reward pooling and burst spending rather than using on CD), but it's such a marginal difference it would more be a side-grade anyway.

    SMN and RDM are probably the two best Jobs in the game in terms of hotbar economy. That's not a negative. SMN is pretty good and feels finished to me. Subjective thing is subjective, though.
    (1)
    Last edited by Renathras; 08-11-2023 at 12:20 PM. Reason: EDIT for length

  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 fulminating View Post
    If by hyper optimisation you’re referring to gcd based frame rate locking, role distance from you and whatever else was in the 5.3 game’s haunted monk guide then it’s more silliness than practicality.
    Given the present tense in that sentence... wouldn't one normally just assume that's referring to ("Optimal Drift") Monk in Endwalker?

    Quote Originally Posted by Renathras View Post
    Yes, it was a side topic. I use 32 as a marker, but as I noted originally (wrongly, as it turns out), 30 could also be used. We could also use 24. As the MNK example shows, a high number does not necessarily equate to a high complexity or skill, so there's no magic "X number needed to be good". How much is too much will be subjective, though. I only use 32 specifically because there is a reasonable argument to be made for (some) controller players and that in general, 30 IS a lot of buttons.
    For me, it's just because of the number of intercepting common multiples at 32 (the next being 36). And, yeah, 32 is generally quite a few buttons... if our buttons were actually densely versatile.

    Quote Originally Posted by Renathras
    Physic isn't a problem itself, it's like Shield Bash where the use case is too narrow. They should give it the Vercure treatment. It's now a distinct ability from the SCH one, so there's legitimately no reason for it to be linked to MND.
    Agreed. So long as SMN is to share roots with SCH, it makes no sense to deny it use of Physick by pruning it from an upgrade to said roots, nor does it make sense to continue to effectively deny SMN use of Physick after level 41 by leaving it tied solely to MND.

    Quote Originally Posted by Renathras
    2:2:3 resonance
    Mostly, but it's actually because it's not perfectly in ratio that Perfect Balance, even pre-Blitz / in itself, leaves room for optimization.

    Quote Originally Posted by Renathras
    Even on MNK, Riddle of Air and Fire could be combined (Air is literally just white auto-attack damage increase)
    Ultimately, that just comes down to 1 thing above all: Do at least half of Monks enjoy having an off-rhythm button to press that slightly separates (default) full burst from mini-burst windows without relying just on raid-buffs to do so?

    Because they're not the same CDs. Pretty uniquely (Bloodfest and Salted Earth are the only others filling that function) and, if that relative uniqueness is any indicator, intentionally.

    Quote Originally Posted by Renathras
    SMN is pretty good and feels finished to me.
    ...Annnd you lost me.

    :: I'll agree that SMN is unnecessarily button-bloated given that few of its available 'levers' are ever given use cases, but consolidating it further seems a far worse path to take than giving it additional available decisions by adding some available nuance to those currently barebone actions / unnecessary buttons.
    (5)

  3. #3
    Player
    Zeastria's Avatar
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    Jan 2023
    Location
    ¯\_(ツ)_/¯
    Posts
    507
    Character
    Nathaniel Lenox
    World
    Twintania
    Main Class
    Scholar Lv 100
    I pref less buttons with versatile use, rather than lot of button with limited usage.

    I'm only able to keybind/use 23 buttons..
    so i end up just useing the mouse to click on the other abilities
    (those with long CD are not keybinded)
    Note: I also use macros to help me reduce buttons when possible.
    (3)
    SCH/AST/DNC/VPR/SMN

  4. #4
    Player
    fulminating's Avatar
    Join Date
    Apr 2022
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    1,181
    Character
    Wind-up Everyone
    World
    Zodiark
    Main Class
    Arcanist Lv 52
    If by hyper optimisation you’re referring to gcd based frame rate locking, role distance from you and whatever else was in the 5.3 game’s haunted monk guide then it’s more silliness than practicality.
    (0)

  5. #5
    Player
    fulminating's Avatar
    Join Date
    Apr 2022
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    1,181
    Character
    Wind-up Everyone
    World
    Zodiark
    Main Class
    Arcanist Lv 52
    As far as I'm aware the gcd-frame rate interaction still exists, and buff rippling/travel time definitely does. (Solve (GCD x mod 1)=0 then add 1 to a multiple of whatever that comes up with for a noticeable but still marginal improvement over taking 1 away; eg 61 vs 59 fps at 1.95. I’m not sure optimal drift counts as hyper optimisation.

    As I'm commenting again, I'll just mention in passing that I'm mildly horrified anyone is using the word good in the same sentence as current summoner.
    (7)
    Last edited by fulminating; 08-11-2023 at 04:27 PM.

  6. #6
    Player
    Renathras's Avatar
    Join Date
    Dec 2014
    Posts
    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    :: I'll agree that SMN is unnecessarily button-bloated given that few of its available 'levers' are ever given use cases, but consolidating it further seems a far worse path to take than giving it additional available decisions by adding some available nuance to those currently barebone actions / unnecessary buttons.
    Well, that's why I generally don't propose it. It already has little enough to work with. That was more pointing out that even in that case, there's some bloat/excess that doesn't fit the Job thematically and doesn't really alter much.

    Quote Originally Posted by fulminating View Post
    As I'm commenting again, I'll just mention in passing that I'm mildly horrified anyone is using the word good in the same sentence as current summoner.
    Subjective things are subjective, I guess..?
    (0)

  7. #7
    Player
    Renathras's Avatar
    Join Date
    Dec 2014
    Posts
    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    A quick note, considering people talk about how things "used to be" as better. In ARR:

    CNJ:

    Stone
    Cure
    Aero
    Cleric Stance
    Protect
    Medica
    Raise
    Fluid Aura
    Esuna
    Stone II
    Repose
    Cure II
    Stoneskin
    Shroud of Saints
    Cure III
    Aero II
    Medica II

    Total:17

    WHM:

    Presence of Mind
    Regen
    Divine Seal
    Holy
    Benediction

    Total: 5

    Cross-Class: 5

    Grand Total: 27

    NOTE: Classes could slot 10 Cross-Class actions, Jobs could only slot 5 but also got their 5 Job actions for the same total; that is, a CNJ slotting 10 Cross-Class actions would also have a total of 27 because they’d be losing out on the 5 WHM actions in exchange.

    .

    That is, in ARR, WHM had as many Hotbar abilities taken as SMN does today. And some of those (particularly Repose and Stone 1, arguably [in some content] Cure 1, and OFTEN Fluid Aura in fights where the Knockback was undesired) weren't even 100% required for a spot, though you would need to slot them when doing lower level synced content in the case of Stone 1 and Cure 1.

    .

    Oh, forgot to add Sprint, LB, and Potion. So that brings us up to 30 buttons, even. With 2 to spare (so you might also carry an Ether and have an extra slot for Mount so you could leave that on your hotbar instead of having to swap it with Potion all the time), too.
    (0)
    Last edited by Renathras; 08-27-2023 at 02:38 AM. Reason: Marked with EDIT

  8. #8
    Player
    NobleWinter's Avatar
    Join Date
    Jul 2017
    Location
    Gridania
    Posts
    814
    Character
    Winter Gem
    World
    Brynhildr
    Main Class
    Scholar Lv 100
    WHM had Stoneskin 2 in ARR as well. I fondly remember using Swiftcast to apply shields to the entire party between dungeon pulls. It wasn't super useful but it was more fun than not being able to do it now.
    (2)
    Last edited by NobleWinter; 08-27-2023 at 07:26 PM.

  9. #9
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,876
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Stoneskin 2 was a patchwork fix to the fact that every time you wiped you couldn’t pull till the WHM stood there and cast Stoneskin on every party member individually

    There was also Stoneskin 2 in legacy that got removed in 1.2 after they just bestowed Stoneskin 2’s effect to Stoneskin 1

    So essentially Stoneskin 1 in legacy was a 6% damage reduction to everyone and Stoneskin 2 was 12%, then they made Stoneskin 1 12% in 1.2 and deleted Stoneskin 2, then in 2.0 Stoneskin 1 was changed to only affect a single party member for 12% and because that got backlash due to prepull they re-added Stoneskin 2 which was AOE Stoneskin 1 (or the original version of Stoneskin 1 from post 1.2 or original Stoneskin 2 from pre 1.2)
    (3)

  10. #10
    Player
    vetch's Avatar
    Join Date
    Aug 2022
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    back on my free trial account
    Posts
    462
    Character
    Discount Hrothgar
    World
    Zalera
    Main Class
    Botanist Lv 90
    A lot of 'button bloat' woes could be solved by unfucking the macro system that CBU3 purposely gimped out of being able to queue, and letting players determine which of their buttons to consolidate based on their individual playstyles and accommodation needs.

    For example, there's no situation where I'd want to cast Cure 1 while I have a lily pip available. If I needed a fast cure, I'd use the lily. If I needed a hardcast heal to conserve the lily for later, I'd use Cure 2 or Regen. But I do want to have Cure 1 on my bar, for Coils MINE raids or syncing down to sub-30 dungeons.

    Yet, if I try to write a sensible macro that consolidates Cure 1 and Solace into one context button so I can have both on my bar, I get a clunky mess that uses neither skill reliably while screwing with the muscle memory I use for every other cast.
    (6)
    Last edited by vetch; 08-29-2023 at 05:23 AM.
    he/him

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