Game is absolutely jam-packed with inconsequential, barely-differentiated fluff skills. I simply cannot give a crap about the fine-grained distinctions between Dragoon Spear Thrust #4 and Dragoon Spear Thrust #5.

Or Red Mage Gauge Builder (Light Version) and Red Mage Gauge Builder (Dark Version).

Quote Originally Posted by Souljacker View Post
I'm with the folks who think we're getting a bit too bloated. I use a gaming mouse and it's still only comfortable to use 1 hotbar and another with the shift modifier, adding ctrl\alt modifier means I'm losing speed and moving too far from the home row. So, probably 30 skills in a quickly and easily accessible spot, and I think even that is getting a little on the high side.

I feel like they made encounters as braindead as they could possibly be, and everyone's focus is on hitting their buttons in the correct order (and never stopping pressing them). I'd rather see more challenging encounters, with maybe fewer skills that were more impactful if they aren't used correctly\at appropriate times. I know that this design is possible, because many other games have very challenging encounters and nowhere near the number of skills any given job here has. Some of these OCD damage skills, well, what's the actual point of them except to have another button to press. Could be rolled up into the intended rotation.
What's that? You have small hands and would prefer a smaller number of core rotation skills so you can get them all under your hand along with the WASD?

What's that? You wanted to reserve hotbar slots for some macros so you can shot-call for a pick-up group without using voice comms?

You're not getting that, keep these 20 glorified auto-attacks on cooldown instead.