

if it's about APM you didn't fix that either though, as the presses were simply replaced with Shinten.
So it still fixed nothing. All it did was turn the kenki gauge into the Shinten gauge as there's nothing else you're going to have to use it on.





Nono, its not about APM. Its specifically about the number of actions required in the burst phases. Specifically, 3 Kaitens were required in the opener, along with the other shintens and w/e, vs 2 in 5.x.
Missing one kaiten killed your opener, vs a shinten drifting slightly out was much less of an impact.




As I said in my post, there are still more skills that can be pruned or consolidated. The presence of these abilities does not warrant the return of the skills that were deleted.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.
Pvp has 10 skills and its gameplay is infinitely more complex than the pve bloat we have. Why tf is there stil a 123 combo for so many jobs ?




Getting rid of all the unnecessary departmentalization of single target and AOE would do a lot more for preserving hotbar space. What I mean by this is where many jobs have two of the same button, but one is for bosses while the other is for trash mobs. FFXIV doesn't feature any combat elements that interact with the concept of target-ability outside of a very tiny set of examples, such as the Magus Sisters. It's not worth it to have entirely divorced AOE rotations or actions because you never use them outside of very shallow combat encounters.
Samurai is a job that has "too many buttons" apparently, right? Going off of Samurai's current action list, you could very easily clear up a lot of hotbar space doing the following:
Fugo> replaced with Yukikaze: Delivers an attack with a potency of 100 to all enemies in a cone before you. Combo From Hakaze: Potency increases to 300 for the first enemy and 75% less for all other enemies; Increases the Kenki by 15; Grants Setsu.
Kasha> replaced with Oka: Delivers an attack with a potency of 100 to all enemies in a cone before you. Combo from Yukikaze: Potency increases to 120; Grants Fuka for 40 seconds; Increases Kenki by 10; Grants Ka. Combo from Shifu: Potency increases 330 (380 from Flank) for the first enemy and 75% less for all other enemies; Increases Kenki by 10; Grants Ka.
Gekko> replaced with Mangetsu: Delivers an attack with a potency of 100 to all enemies in a cone before you. Combo from Yukikaze: Potency increases to 120; Grants Fugetsu for 40 seconds; Increases Kenki by 10; Grants Getsu. Combo from Jinpu: Potency increases 330 (380 from Rear) for the first enemy and 75% less for all other enemies; Increases Kenki by 10; Grants Getsu.
^ Yukikaze is the same as it is in single target, but is now also your AOE combo starter. Oka and Mangetsu replace their single target variants and just have slightly different effects based on whether you combo them form Yukikaze or from Shifu/Jinpu respectively.
Hissatsu: Shinten> upgrades into Hissatsu: Kyuten: Delivers an attack to all nearby enemies with a potency of 250 for the first enemy and 50% less for all remaining enemies. Costs 25 Kenki.
Hissatsu: Senei> replaced with Hissatsu: Guren: Delivers an attack to all enemies in a straight line before you with a potency of 860 for the first enemy and 75% less for all remaining enemies. Costs 25 Kenki.
Shoha II> Replaced with Shoha: Delivers an attack to all nearby enemies with a potency of 560 for the first enemy and 75% less for all remaining enemies. Costs 3 stacks of Meditation.
^ That is 6 less hotbar slots, and both single target Samurai and AOE Samurai is roughly the same. I chose cones since that requires a target for single target, meaning you can't whiff them in single target, but they can also be circles if we're that allergic to cones on Samurai for some reason. Potencies in AOE are a little different, and can also be easily adjusted. They're more focused on the first target you're hitting rather than equally distributing damage across all enemies, but I don't feel that's an issue.
Either you slim down total action counts, which do make things more comfortable for everyone, not just controller players, or you can use that newly freed up space to add something else to jobs. Maybe use that extra space for more ways to spend Kenki on Samurai, for example.
Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.
theres no reason any job should usee more than 36 buttons


I use the double tap for situational abilities like self heals/potions and tank stance rather than stuff I need regularly. I also have 1 standard hotbar placed below my crossbar just to have skill cooldowns visible.I 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.


More space? we already have more slots on all Cross-hotbars than on all normal keyboard hotbars.
When i see aLalafellcharacter wearing a cute glam
I have a strong feeling that OP doesn’t play using controller.




PC players (I’m a PC player) using console players as a scapegoat for button related issues is getting really old in general
I used to play on console, the single job that is messy without prior help to better set up specific shortcuts is AST and AST is getting nuked in DT anyway. Anything else is either the PC player scapegoating or the console player who doesn’t understand how cross hotbars work
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
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