Quote Originally Posted by Ceetee View Post
Oh absolutely. That was just an example. More just trying to say "There are ways to condense multiple buttons down into far fewer without losing the overall gameplay of the combo system"

Like, I don't think it would be a good change to make the AoE and Single Target rotation exactly the same. CERTAINLY not as a universal change. It was more an example of one kind of way the system could be implemented. But an increased focus on things akin to stances that change what action is on each button, would help give us more toys to play with, without also giving us carpal tunnel.

I just jumped to AoEs because the vast majority of endgame content doesn't use them, or uses them sparingly. They are used in the occasional add phase and that's it. The rest of the time they are taking up space. My point is that it would be far better to have some alternative use for those buttons when we don't need AoE's, which is THE VAST MAJORITY OF THE TIME.
Hm... Yeah, okay. I understand better what you mean, and it seems more interesting than stacking a combo on the same key like in pvp. It would just have to be implemented in a more interesting way than the tank stance (clicking a button = an effect, no thought given to inserting the button into a class synergy), whether we're talking about a stance that activates AOEs or something else. In fact, I'd even find it quite interesting to have a form of "unlocking" the aoe, rather than a mono rotation / AOE rotation that are juxtaposed without any other form of interaction.

So we could imagine a kind of mono action combo, which would then transform the bar into an AOE action. It sacrifices a lot of flexibility, but at the same time, anticipating situations has always been part of this game's gameplay, so I don't think it's too crazy.