Quote Originally Posted by kashi11 View Post
snip
There are colourblind options in the settings if you struggle with that. As for the job gauge indicating the directional requirement, I'll tell you why I'm against that idea:

There's already too much hand-holding on the job, since you can follow the dotted marquee on the next skills to use without actually having to learn about what you're doing and why. It doesn't have the executive decision-making that Monk used to have. While this early on, it might seem like it makes picking up the job and playing it easier to get into, the truth is, it avoids learning and enables you to go on auto-pilot when you play, increasing the likelihood of boredom or burn-out. The way around this is to make the rotation more cerebrally engaging, so you're making conscious decisions about what you're doing and why.

I have to make two posts about this due to the character limit, so look out for my follow-up on this one.

With MNK, you had to know that your moves are basically in the order of Flank>Flank>Rear for your ABC combo, and Rear>Rear>Flank for your 123 combo, and it would loop. For every rear combo ender you did that was your Damage over Time skill, you'd use two of the flank combo enders since it's stronger and you don't want to reapply your weaker DoT ability prematurely. So the order would be Flank, Flank, Rear > Rear, Rear, Flank > Flank, Flank, Flank > Rear, Rear, Rear, and would continue like that. It's a looping pattern, and you could just hum a tune to yourself or something to know what comes next. You'd be manually choosing which combo ender to use, based on whether or not you have to reapply your DoT before it runs out, or if you can just go with the more powerful option.

MNK used to be a lot better organized IMHO than what Viper is now with those two buttons on Viper as a result. You had two combos: your "ABC" combo was your "status effect" combo, which applied your debuff, your self buff and your DoT, and then your "123" combo was your pure damage combo. This would have been presented better to players for hotbarring skills more sensibly if Twin Snakes was a kick move instead of a mantis pinch, so players could understand you have 3 punches and 3 kicks like an arcade stick.