8/10 times when I try to activate sprint in combat it just acknowledged the button press but doesn't execute the action and kills me or makes me look stupid, and I find that very offensive that the game just malfunctions and nobody bats an eye or fixes itYay take Samurai as example. Square could have consolidated/fused/merged/upgraded(etc)
. Shoha 1 + Shoha 2
. Ogi Namikiri + Ikishoten
. Guren + Senei
. Shinten + Kyuten ( if you must )
. Iaijutsu + Tsubame ( if you must )
35 Buttons to 30 Buttons. Excl Role/Item/Other buttons i.e Tincture/Feint/Potion/SecondWind/Bloodbath/Limitbreak/Sprint/Legsweep and we Job-wise have 22 at least on Samurai as it is regarded as one of the Jobs with bloat.
Forget theorisation PvE combat system overhaul, in this current format and system... do we want/need it to be less then 22 buttons, Jobwise? I am noticing someone in this thread is a Lv61 Samurai and thinks that it has to many buttons at Lv61... Wondering how much of this is a Design-Issue vs Gameplay-Issue vs Balance-Issue vs Keyboard/Controller-Issue vs Skill-Issue vs I just want everything to be that much more comfier for the sake of making it more comfier.
Another solution is for Square to embed Role skills as tiny buffs imbedded into our Skill kit to remove Bloat
. Certain skills activating shorter anti knockback buff
. Certain Combo Filler grants shorter True North buff
. BloodBath granted upon SecondWind adjust its balance and cooldown
To do away with TrueNorth/Bloodbath/Arms-Length. Not even gone say these are great suggestions to remove some bloat or would improve gameplay cause this makes it dumber in some sense to me? I'm just spit-balling ideas for the sake of giving hypothetical compromises... but all of the above mentioned Square can't even do... and instead? we have players suggesting removal of Combo buttons...
We can't even have Sprint be a button that feels like an OGCD it feels like I have to hammer press it compared to other buttons to even activate it ( is that just me? )
I had a system of organizing abilities where all of them were neatly grouped and placed in appropriate bars/keybinds so it was consistent and logical for every job, allowing me to easily switch and play any of them.
Guess which job forced me to violate this...
In TOP we already were reaching buff limit.
Sound design is also another major factor when it comes to feel, it's hard to really get the feel of condensed combos without either using 3rd party or using a job in PvP, which plays so radically different anyway that's it still not a good comparison.
Comfort mostly. When I play any kind of action game, I don't need to have the entire controller mapped to some kind of attack, designers can build long combo strings with different effects using only 2 buttons dedicated to attacks, usually a light attack button and heavy attack button. In comparison, XIV is just wasteful. I think the ideal would just be to have combo condensing be an opt-in feature.I also feel like an outlier. While on the Balance and Raiding Discords with so many Samurai's? no one complains about Bloat, even on Controller. The main complaint is of course Kaiten needing to return. I know we all meme it but we won't get it back cause many don't have hope that gameplay Job-wise will ever improve. " Square doesn't seem to care so why should we care? " attitude. Where as the Forums? I mainly see players who play Samurai as a side Job with the main complaint being bloat to which we already have so many clear obvious solutions that aren't being implemented vs the suggestion being to compress Combo Buttons to solve I guess annoyance? fat-fingering? Making the Job comfier? Controller-Issue? We already have players openly admitting to using XIVCombo, but I guess were going that direction to make that the norm?
Trust me, as someone who frequents the healer forums and used to enjoy SCH before ShB butchered it, if condensing combos turned a job into what healers are now, it's already in the same state as a healer. The only difference between WHM Dia and DRK Bloodspiller is 5s.
I can more or less agree. Combo consolidation is purely for comfort and extra hotbar slots, that's it, alone it doesn't actually add depth.I really want to love Job-Design like I used to, but Combo Button removal won't do that for me. And if it does happen? it's just another simplification we can throw to the pile of homogenizations while probably again... getting nothing of Depth/Nuance or any optional Complexity in return for it. Just making the Jobs easier for the sake of making it comfier, which can improve the experience for others I guess... It does nothing for me to help me fall in love with my Job again, mhm
Finally! Someone gets me
Listen D: !! I have exactly the same thing where I just have it be purposefully setup in a certain manner which suits perfectly... until I play anything else but! It looks like this and I do not want to change it no matter how backwards it looks all three hotbars hidden and just have one
And yay I completely forgot about ToP reaching max buffs. Valid point... stand corrected and Rip that idea, mhm
Seconding this. It worries me that this is their idea of accessibility: just mashing everything into one button that you spam over and over again on a 3-button system. I hope this isn't the future we're headed towards. Remove abilities that no longer serve a purpose, sure, but the "everything is on 1 and you just mash 1" stuff is god-awful. Hell, even the current 123 setup is pretty dull, imagine just tapping 1 the majority of the time. We already have a whole forum complaining about that. It's called the healer section.This might just be me but 8/10 "Role Play" Duties where we play as an NPC with the neutered version of a Job available to the WoL feel like the absolutely worst mandatory content in the game for me. It doesn't do the Job justice, it doesn't do the character justice most of the time and it just isn't fun in any way.
The one outlier is the Thancred stealth mission. That one actually shook things up enough to be interesting but the ones that are plain combat? I'd almost rather watch that happen in a cutscene than suffer through the "gameplay".
No
Add more actions
I want a 3rd ST DRG combo
More dragon sights and more dots.
MCH and SMN needs to be given control of their summons as a playable character with a keybind that lets you swap between them so you have to swap in between GCDs and do mechanics on the character and the summon.
Every job should have at least 40 actions not including unassignables.
Actually, edit: They need to add a new DRG combo that has an infinite length, make an AI model automatically create new abilities on the fly as you progress into the combo, and each key gets automatically keymapped using an incremental modifier system so you start at Ctrl+1, then you move to Shift, then Alt, then F keys, then numpad keys(mandatory full keyboard required to play 7.0 DRG, tenkeyless are a kids toy get a real keyboard) then if the fight is longer than 10 min it starts using voice commands using your mic.
Console players are gonna need to buy a steering wheel with stick.
Or just learn how to map your keys and stop trying to drag everything down into the dull garbage like SMN.
Last edited by ZiraZ; 02-19-2024 at 03:47 AM.
1-2-3 is objectively more fun than 1-1-1.
It's objective fact and cannot be disputed.
Now mind you the act of pressing buttons on their own isn't exactly fun. These thresholds are very very limited.
http://king.canadane.com
This as an objective fact would imply that "I don't find more fun" would be a non-existent argument. I like pressing 123. I don't like pressing 123 because it is a static button sequence and not actions with inherent interactivity like Bloodspiller, Quietus and Shadowbringer in PvP for example. Or various forms of Mudra inputs for NIN.
No thought goes into hitting the 3-step combo for most melees or its alterations. It is purely a matter of muscle memorying not pressing 2 or 3 before 1, not pressing 1 again after 1 and making sure to not hit 1 or 2 after hitting 2.
No
Add more actions
I want a 3rd ST DRG combo
More dragon sights and more dots.
MCH and SMN needs to be given control of their summons as a playable character with a keybind that lets you swap between them so you have to swap in between GCDs and do mechanics on the character and the summon.
Every job should have at least 40 actions not including unassignables.
Actually, edit: They need to add a new DRG combo that has an infinite length, make an AI model automatically create new abilities on the fly as you progress into the combo, and each key gets automatically keymapped using an incremental modifier system so you start at Ctrl+1, then you move to Shift, then Alt, then F keys, then numpad keys(mandatory full keyboard required to play 7.0 DRG, tenkeyless are a kids toy get a real keyboard) then if the fight is longer than 10 min it starts using voice commands using your mic.
Console players are gonna need to buy a steering wheel with stick.
Or just learn how to map your keys and stop trying to drag everything down into the dull garbage like SMN.
On the flip side, I hope they consolidate all jobs down to 20-25 skills. There's no reason to have more, because more buttons doesn't mean more complexity.
But we're already there for most jobs if you don't include abilities that can't be bound and pure aoe skills that never get used outside dungeons.
also Bonus challenge, anyone that wants pvp combos in pve. Go hit the pvp dummies for 9~ min and tell me if you actually had fun playing with a pvp kit against a boss that can't react to your actions, can't crowd control, can't run away from you, and doesn't do anything unscripted.
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