its not that hard we got 7 things you can instantly switch between without much movement of your hands lol its more diffuclt to use a keyboard with more than 12 abilitys than it is a controller with 100 abilitys
one button is required to switch between our hot bars then we can instantly use the ability you can switch bars faster than the global cool down counts down lol\
ps you have to be joking if u believe that its that hard, either that or you never played a fighting game on a console lol
Last edited by Graveyardprincess; 06-05-2024 at 01:33 AM.





			
			
				its not that hard we got 7 things you can instantly switch between without much movement of your hands lol its more diffuclt to use a keyboard with more than 12 abilitys than it is a controller with 100 abilitys
one button is required to switch between our hot bars then we can instantly use the ability you can switch bars faster than the global cool down counts down lol
Yeah no. No it's not.
			
			
				real gamers dont waste 25 hotbar slots on emotes , they use them for gaming lolits not that hard we got 7 things you can instantly switch between without much movement of your hands lol its more diffuclt to use a keyboard with more than 12 abilitys than it is a controller with 100 abilitys
one button is required to switch between our hot bars then we can instantly use the ability you can switch bars faster than the global cool down counts down lol\
ps you have to be joking if u believe that its that hard, either that or you never played a fighting game on a console lol



			
			
				As a controller player, I have a quick access to 48 slots at the moment (16 on main hotbar, 16 on upper hotbar accessible through 2-click on trigger, then another 16 on LT+RT/RT+LT combos).
With all due respect, we don't need more than that. What are you going to do with all those buttons even? What are keyboard players supposed to do with 48+ buttons to smash?
(And then there are 5 more hotbars I'd need to access through RB + their number, which still doesn't take that much time frankly, so that's another 80 slots that are in a fairly fast access. If you're actively using more than 128 buttons and need more than that - I have some questions, because I honestly have no idea why would you need that many ever, anywhere).
Last edited by Halivel; 06-05-2024 at 12:47 AM.
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				I spent 20 hours in trap parties in 5.3 ish and ever since then I can't do double tap wxhb eitherI can't do the WXHB. All that double tapping hurts my fingers after only a single duty. I just use it to show the same hotbars that LT+RT and RT+LT use so I can always see my cooldowns. Cycling hotbars with RB is fine for non-combat stuff, but it's a nightmare in combat constantly being on the wrong hotbar. So I'm pretty much stuck at 32 buttons in combat.




			
			
				SAM didn't lose Kaiten because of button bloat, it was lost due to redundancy. You need to use two weaponskills at the minimum to acquire a Sen to use a Midare ability, 5-6 WS to use tekko, and a total of eight WS to use Setsugekka. Why players enjoyed having to press yet another button to use midare skills is beyond me. It makes them feel like a Jedi? An anime version of a samurai instead of an actual one? I would take Seigan over it 10 times out of ten if we could have one back.
Some skills are needlessly tacked on, and the game could actually use some additional pruning and consolidating before adding even more buttons to press. Console players do not need additional hotbar space. Current controller set up has a budget of 48 slots that can be allocated. Even with some of these spaces being used for things like limit break, pots, sprint, menus, etc. It is still more than plenty. The APM for some jobs is already ridiculous.
I find it better to have fewer more meaningful skills to make gameplay interesting than excessive tacked on skills to make gameplay less boring. Just my $.02


			
			
				Shoha 2 survived, despite being redundant, to the point you could just literally slap it together with shoha with "600 to target and 33% for all remaining enemies" and it literally frees up that slot. There is no reason for Shoha 1 and 2 to both exist, they're simply a gauge dump every 3 Iaijutsu.
Kaiten went away because it required even the littlest of thinking about your job gauge's resource management for your burst window. If it was about bloat Shoha fits the bill. If it was about redundancy Shoha still fits the bill.





			
			
				Shoha 2 survived, despite being redundant, to the point you could just literally slap it together with shoha with "600 to target and 33% for all remaining enemies" and it literally frees up that slot. There is no reason for Shoha 1 and 2 to both exist, they're simply a gauge dump every 3 Iaijutsu.
Kaiten went away because it required even the littlest of thinking about your job gauge's resource management for your burst window. If it was about bloat Shoha fits the bill. If it was about redundancy Shoha still fits the bill.
It went away because it made the opener in endwalker a nightmare. Has nothing to do with job gauge and everything to do with the number of times it had to be pressed along with other ogcds in a short window.
Remove namikiri and the problem goes away.
Shoha 2 still should have been an upgrade to shoha though
Last edited by Valkyrie_Lenneth; 06-05-2024 at 01:48 AM.
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