Kardia works like that in PvP. Just to keep that tally going for 'the PvE jobs need to take cues from the PvP ones.'
Also, I imagine that they left Kardia so undercooked because they realized they keep adding boss phases where damage goes out and there's nothing to hit. So rather than chance giving SGE just a simpler 'no enemy available' toolkit or maybe the ability to 'attack' an ally with offensive skills to proc Kardion effects when enemies aren't available, they threw their hands up out of frustration or fear of poor reception and played it safe.
You know, I often wondered why the hell they got rid of my ability to aim and control my faerie, and I think it rests on this core design.
The FFXIV devs feel that players shouldn't have to use resources outside of what they're easily given in game to succeed, and I respect that, but sometimes I think they just draw the line where it suits themselves over the players. The Faerie was perfectly manageable if you set up keybinds for Embrace, Steady, Place and Follow (all their additional actions were just turned into oGCDs that you have bound anyways), and maybe even macros if you wanted. The tools have always been there, but they concluded that they should polish off the rough edges entirely rather than putting the work to make it work as is.
Like, why wasn't the pet hotbar configurable, and why could you not tell Eos to default heal your target or targets' target? Those were functions they could have included in the UI somewhere. It wouldn't have been 'clean' so they didn't go that route.
These would be the kinds of things players from other MMOs would just learn to deal with and someone would eventually make an addon to assist with it, and I think it's that end state that SE tries to avoid, rather than just embracing that player choice in their own way by including additional actions or options in game to help those less technically savvy not miss out on an advantage.
On that note, Undraw is the weirdest action in the game's history. It was put in at a time when ASTs could draw a card they wouldn't want to play because players would otherwise need to /statusoff a drawn card with their own macro, yet it was still objectively worse because they didn't let you use Undraw while casting and there were separate ones for your Royal Road and Spread (though there was never any reason to remove these without simply playing them). It still exists today even though the reason for its existence is gone, when it literally cannot be used to a player's benefit ever, barring some glitch I don't know about. But, Undraw is an example of them working to make a system they had -- with sometimes difficult to manage technical aspects for a layperson -- usable for both that layperson and without ripping into players that enjoyed something's fun.



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