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  1. #1
    Player

    Join Date
    Apr 2022
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    6.08 Hissatsu: Kaiten Give it back !!! obviously, mhm.
    Posts
    879
    Quote Originally Posted by Gordita View Post
    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 it
    Finally! Someone gets me





    Quote Originally Posted by Somnolence View Post
    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...
    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
    (1)

  2. #2
    Player
    Limecat's Avatar
    Join Date
    Dec 2012
    Posts
    1,359
    Character
    Limecat Indignatio
    World
    Hyperion
    Main Class
    White Mage Lv 90
    1. Vastly increase auto-attack damage. Potentially replace auto-attack with 123etc animations.
    2. Give ranged classes a ranged auto-attack.
    3. Remove every GCD. All player agency now resides in oGCD activation.
    4. Add stance flip button to switch between single or multi-target.
    • 4a. Alternately make all attacks AoE instead, skip the swapping.
      • 4b. Or take the true madman option and re-incorporate crowd control into the game, design all future encounters around attempted trash pack burns not being survivable at the intended iLvl, forcing people to pick off one or two targets at a time.
    But really, the situation with combat is so long-since baked in that nothing can be done to "fix" it, it is what it is. They'd have to dumpster it and redo it from scratch, and at that point they should probably be making a new game instead.
    (0)

  3. #3
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    639
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    I'm just digging in a bit; how does it make it bland? The choice is never intentionally made to press Jinpu before Hakaze, and, at least in my gameplay, fat-fingering happens once in a blue moon. Blandness would be more like, well, removing Kaiten, since that actually was a meaningful part of the kit. Even on the DPS forums I see it being asked for just the combos being condensed, not the entire GCD rotation.
    (2)

  4. #4
    Player

    Join Date
    Apr 2022
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    6.08 Hissatsu: Kaiten Give it back !!! obviously, mhm.
    Posts
    879
    Quote Originally Posted by TheDustyOne View Post
    I'm just digging in a bit; how does it make it bland? The choice is never intentionally made to press Jinpu before Hakaze, and, at least in my gameplay, fat-fingering happens once in a blue moon. Blandness would be more like, well, removing Kaiten, since that actually was a meaningful part of the kit. Even on the DPS forums I see it being asked for just the combos being condensed, not the entire GCD rotation.
    Done this conversation before and what I did? was hit the striking dummy with the hypothetical rotation. It feels more bland to me and that's coming from a person that nearly only plays Samurai.

    A lot of simplifications hit my Job that made it easier and easier and easier while giving nothing in return for complexity, depth, nuance to just make it more bland. So my point is more towards I draw the line at " Somewhere " at how much more bland/flavorless and dumber Square wants to make Job-Designs vs " Nowhere ". And this is just Samurai topic ( I am passionate about it... or was... ) I haven't even brought the topic of say Healers into the conversation... so I respectfully disagree. I will agree to do away with combo buttons? sure... If they give us a lot more flavor/flare and depth, which Square still has not done they have no track record of doing so not even as optional Skill-Ceiling, mhm

    Quote Originally Posted by Reinhardt_Azureheim View Post
    Love your post overall, just wanted to chime in on that one - they literally cannot do that anymore because they designed their fights into a corner.

    Dragonsong's Reprise Phase 2 "Sanctity of the Ward" requires use of anti-knockback properties to resolve the mechanic without any target available. Arm's Length & Surecast, with current fight design, literally cannot be consolidated.
    Yay I thought of Third Eye as a perhaps? but honestly it would be really pruning so much vs the fights we already have
    (1)

  5. #5
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,570
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by CelestiCer View Post
    Yay I thought of Third Eye as a perhaps? but honestly it would be really pruning so much vs the fights we already have
    Unless Third Eye gets extended to 6s or has two charges can't see that happening.
    (0)

  6. #6
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    639
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by CelestiCer View Post
    Done this conversation before and what I did? was hit the striking dummy with the hypothetical rotation. It feels more bland to me and that's coming from a person that nearly only plays Samurai.

    A lot of simplifications hit my Job that made it easier and easier and easier while giving nothing in return for complexity, depth, nuance to just make it more bland. So my point is more towards I draw the line at " Somewhere " at how much more bland/flavorless and dumber Square wants to make Job-Designs vs " Nowhere ". And this is just Samurai topic ( I am passionate about it... or was... ) I haven't even brought the topic of say Healers into the conversation... so I respectfully disagree. I will agree to do away with combo buttons? sure... If they give us a lot more flavor/flare and depth, which Square still has not done they have no track record of doing so not even as optional Skill-Ceiling, mhm
    Part of the problem with testing out a hypothetical rotation is the lack of feedback from animation changes. I've done similar when trying out my healer rework ideas to get a quick "feel" of it and it's not good at all. It's very much a agree to disagree thing with us, I'm not super attached to the combos one way or the other, but if I had the choice of removing potentially core parts of a kit to "make room" for more skills in the future vs condensing the combos and keeping the same depth for less space, well I'd rather lose out-of-combo Jinpu than Kaiten.

    RDM is one of the jobs I love to bits, back in SB it used to have dedicated buttons for Verholy and Verflare. Going into ShB they instead condensed the 2 buttons behind Veraero and Verthunder, the result was more or less that nothing changed in gameplay, they just gained 2 slots. 1 of those slots was used for a new skill; Reprise, a skill dedicated for movement and realigning our Dualcast windows with oGCDs, so we gained depth for less buttons, that's the main thing I'm concerned with really for jobs; more depth overall, button count is irrelevant to that. GNB is another one that condensed buttons and it more or less worked, Gnashing combo is only 1 button, but outside some initial complaints, people got used to it and they found more important things to complain about with that job.

    I do agree that Square doesn't have a good track record around adding extra depth. As much as I can argue in favour of condensed combos for more skill space, I don't expect Square to make good skills in those spaces.
    (0)

  7. #7
    Player

    Join Date
    Apr 2022
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    6.08 Hissatsu: Kaiten Give it back !!! obviously, mhm.
    Posts
    879
    Quote Originally Posted by CaptainLagbeard View Post
    The only way to combine those would be if you just gave the AoE version the potency of the single target version... Which for most bosses wouldn't matter but if there was ever any fight where you had adds or even a second boss, they'd become rather powerful.

    The biggest thing for pruning extra buttons is more that you have skills that require a different skill or a buff from a different attack to use... Like for SAM, you can't use Tsubame without Iaijutsu, or Namikiri without Ikosihoten.
    Essentially turn the suggest skills all into AoE, have the 1st target hit full damage with everything else hit after with fall off damage. This can be done in some way shape or form ( even if I personally don't like it aesthetically ) with the skills I named for the sake of going to lengths to prune Bloat. ( I see Reinhardt responded already as I was typing this =u= )



    Quote Originally Posted by TheDustyOne View Post
    Part of the problem with testing out a hypothetical rotation is the lack of feedback from animation changes.
    True. This is why I did it with my Eyes closed. I don't look at my hot-bars anymore cause I don't have to... Even when I do this it feels terrible.

    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?

    The contrast is uncanny, I see Healer players who wish to do a bit more even a slither... and ironically we have others wanting something like DPS Melee's be more towards what Healer players are complaining about...

    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
    (1)

  8. #8
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    639
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by CelestiCer View Post
    True. This is why I did it with my Eyes closed. I don't look at my hot-bars anymore cause I don't have to... Even when I do this it feels terrible.
    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.

    Quote Originally Posted by CelestiCer View Post
    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?
    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.

    Quote Originally Posted by CelestiCer View Post
    The contrast is uncanny, I see Healer players who wish to do a bit more even a slither... and ironically we have others wanting something like DPS Melee's be more towards what Healer players are complaining about...
    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.

    Quote Originally Posted by CelestiCer View Post
    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
    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.
    (0)

  9. #9
    Player
    ZiraZ's Avatar
    Join Date
    Dec 2021
    Posts
    536
    Character
    Zira Zira
    World
    Jenova
    Main Class
    Dragoon Lv 100
    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.
    (3)
    Last edited by ZiraZ; 02-19-2024 at 03:47 AM.

  10. #10
    Player
    Valkyrie_Lenneth's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    8,038
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    Quote Originally Posted by ZiraZ View Post
    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.
    (2)

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