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  1. #1
    Player
    Kandraxx's Avatar
    Join Date
    Sep 2021
    Posts
    247
    Character
    Luna Arcon
    World
    Twintania
    Main Class
    White Mage Lv 90

    Still no auto-combo for 123 on old jobs.

    So, came back to FF14 recently, now 7.1 happened and there’s still no option to put 123 combos most jobs are plagued with on one button. I know that this somehow is and seemingly forever has to be a very sad topic in this game that’s being discussed dating back years and years if you google it and I don’t even know why. It already exists in the game officially and only needs to be copy-pasted over from the PvP spell book.

    RDM is probably the biggest offender here. A situational melee 123 on a caster, that takes 3 semi-good keys (because you still use it regularly and possibly during movement). You will never use it outside of specific conditions, you will never use only step 1, you will never start with step 2, you will never use 1-2-1, it makes no sense that it’s 3 different skills.

    I know that when you’re on PC you can kinda help yourself but that just feels wrong.

    Make it an OPTION, put it in the accessibility options if you absolutely have to so a tiny minority can continue to pretend that this game is esports and the possibility of fumbling inputs due to overbloated and suboptimal bindings should be a major part of the PvE experience.

    Thank you SE.
    (37)

  2. #2
    Player
    CVXIV's Avatar
    Join Date
    Jan 2024
    Posts
    636
    Character
    Cyrus Vincere
    World
    Malboro
    Main Class
    Viper Lv 100
    They definitely could consolidate many skills that are a similar vein in that way

    With your red mage example, they could have verthunder automatically become verfire, and the same with veraero and verstone
    Because you can only trigger the latter through a percent chance of using the former, and I don't see a reason to use verthunder if verfire is ready
    It would open up the avenue of getting more skills down the line but visually doing a lot more

    Though I don't know if it would potentially cause any issues for jobs if there's ever a reason to hold onto a resource rather than use it

    That said, I've never had any issue with using any of the skills and moving but I wouldn't be opposed to the option existing
    (6)
    Last edited by CVXIV; 11-16-2024 at 10:10 AM.

  3. #3
    Player
    ryouma17's Avatar
    Join Date
    Aug 2012
    Posts
    905
    Character
    Haven Belle
    World
    Excalibur
    Main Class
    Summoner Lv 100
    theres a mod that does this, too bad those are against the rules

    i've been asking for an official version of this for ages and all i ever get is silence so dont count on it ever being a thing
    (8)

  4. #4
    Player
    angienessyo's Avatar
    Join Date
    Jul 2017
    Posts
    452
    Character
    Khulan Noir
    World
    Cactuar
    Main Class
    Ninja Lv 100
    I play on controller and I've never had issues hitting all my buttons comfortably on RDM. Most jobs you just need to find a layout that feels natural to you. All my single target stuff for RDM fits on one set of bars, with my AOE hanging out on the cross hotbars where I just have to hold R2+L2.
    (9)

  5. #5
    Player
    St0rmy's Avatar
    Join Date
    Jun 2021
    Posts
    79
    Character
    Stormy Bolt
    World
    Hyperion
    Main Class
    White Mage Lv 100
    I agree that on RDM it's a bit of an issue for the melee combo and it's primarily why I find the job very uncomfortable to play (but that's just me personally) but I think most melee jobs should stay the current way they are. I much prefer hitting different key combinations so it feels like an actual combo. Pretty much all the jobs are easy and I'm not sure I'd want all of them to be dumbed down to Healer rotation levels of spamming a single button. I think combo actions such as GNB's Gnashing Fang or PLD's Atonement are fine but the main "1-2-3" for each of melee jobs oughta stay the as they are.

    If we ever did get auto combos I'd like to see much more oGCD to fill in the gaps or something to fill up empty spaces in hotbars. I just like having a lot of buttons on the hotbar I suppose.

    I'm not sure how to feel about auto-combo, one
    (1)

  6. #6
    Player
    Valkyrie_Lenneth's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    8,038
    Character
    Lynne Asteria
    World
    Jenova
    Main Class
    Viper Lv 100
    I've seen a lot of people complain about adding that, saying it would make the game too easy and simplify gameplay, yadda yadda.
    So there's been push back from players who can't accept that basic 123 combos aren't hard.


    Quote Originally Posted by Ajisaii View Post
    How braindead do you want this game to be?

    I rest my case lmao
    (13)
    Last edited by Valkyrie_Lenneth; 11-16-2024 at 10:15 AM.

  7. #7
    Player
    NegativeS's Avatar
    Join Date
    Jun 2021
    Location
    Azeroth
    Posts
    803
    Character
    Negative Space
    World
    Seraph
    Main Class
    Fisher Lv 100
    Quote Originally Posted by Valkyrie_Lenneth View Post
    I've seen a lot of people complain about adding that, saying it would make the game too easy and simplify gameplay, yadda yadda.



    So there's been push back from players who can't accept that basic 123 combos aren't hard.
    The only real pushback I can offer is that spamming 111-111-111-111-111 as my rotation is not fun, though 123-123-123-123-123 is only marginally more fun... As for difficulty, they're both equally as brainless, though 111 would be easier on a controller.

    So long as 123 into 111 is an option and not forced on everybody, why not?
    (11)


    My outline for a Chemist healer: https://forum.square-enix.com/ffxiv/threads/513527-Healer-Concept-Draft-Chemist

  8. #8
    Player
    Ajisaii's Avatar
    Join Date
    Jun 2024
    Posts
    44
    Character
    Ajisai Phylla
    World
    Sophia
    Main Class
    Dragoon Lv 100
    How braindead do you want this game to be?
    (36)

  9. #9
    Player
    reflettage's Avatar
    Join Date
    Apr 2022
    Posts
    14
    Character
    Kokono Way
    World
    Seraph
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by CVXIV View Post
    With your red mage example, they could have verthunder automatically become verfire, and the same with veraero and verstone
    Because you can only trigger the latter through a percent chance of using the former, and I don't see a reason to use verthunder if verfire is ready
    As a raider and former RDM main, there are indeed situations where it is actually better to cast Verthunder/aero despite being Verfire/stone Ready.

    Example scenario:
    You have both Verstone AND Verfire procs ready with 10 and 25 seconds remaining respectively. You cast Verstone and use up the proc, putting your mana at 51w/53b. You're about to have a lot of movement forced upon you by the fight mechanics, so you're intending to follow up your imminent Dualcast GCD with an Enchanted combo to keep uptime.

    If you spend Dualcast on Verthunder in this situation, despite being Verfire Ready, you are guaranteed to exit your Enchanted combo with both Verstone and Verfire procs, since your mana will be 51w/58b upon execution of Verholy (giving you a guaranteed proc). Whereas if you cast Veraero you'd enter the combo with 54w/53b, and by the time your combo ends your pre-existing Verstone proc (if you had used Verfire instead) would have fallen off. Sure, Verstone has a 75% chance to proc between both the Veraero (50%) and Verholy (50%) casts, but it could have been 100%, and if it doesn't proc then you've just lost a free Verstone (assuming the rest of your proc RNG is the same).

    While that may seem inconsequential, it is nonetheless a form of skill expression because casting Verthunder guarantees more damage. You're free to cast either Veraero or Verthunder in that situation and the only difference is a 25% chance to lose 20 potency. But a high-skill player would recognize that difference nonetheless and act accordingly.

    Additionally, if the Veraero->Verstone and Verthunder->Verfire substitution is optional, but the devs add 2 new skills that are just as important to the rotation and compete with Verstone/Verfire for prime button real estate, the players who want avenues for optimization are now bloated with 2 more buttons while everyone else has the same amount of buttons as before. In other words, from this angle, one group is worse off, yet nobody is better off.



    Now, Black Mage's Fire IV and Blizzard IV on the other hand... Please combine those. They can only be used while in their respective, mutually exclusive stances. Please.
    (16)
    Last edited by reflettage; 11-16-2024 at 10:51 AM. Reason: clarity

  10. #10
    Player
    CVXIV's Avatar
    Join Date
    Jan 2024
    Posts
    636
    Character
    Cyrus Vincere
    World
    Malboro
    Main Class
    Viper Lv 100
    Quote Originally Posted by reflettage View Post
    As a raider and former RDM main, there are indeed situations where it is actually better to cast Verthunder/aero despite being Verfire/stone Ready.

    Example scenario:
    You have both Verstone AND Verfire procs ready with 10 and 25 seconds remaining respectively. You cast Verstone and use up the proc, putting your mana at 51w/53b. You're about to have a lot of movement forced upon you by the fight mechanics, so you're intending to follow up your imminent Dualcast GCD with an Enchanted combo to keep uptime.

    If you spend Dualcast on Verthunder in this situation, despite being Verfire Ready, you are guaranteed to exit your Enchanted combo with both Verstone and Verfire procs, since your mana will be 51w/58b upon execution of Verholy (giving you a guaranteed proc). Whereas if you cast Veraero you'd enter the combo with 54w/53b, and by the time your combo ends your pre-existing Verstone proc (if you had used Verfire instead) would have fallen off. Sure, Verstone has a 75% chance to proc between both the Veraero (50%) and Verholy (50%) casts, but it could have been 100%, and if it doesn't proc then you've just lost a free Verstone (assuming the rest of your proc RNG is the same).

    While that may seem inconsequential, it is nonetheless a form of skill expression because casting Verthunder guarantees more damage. You're free to cast either Veraero or Verthunder in that situation and the only difference is a 25% chance to lose 20 potency. But a high-skill player would recognize that difference nonetheless and act accordingly.

    Additionally, if the Veraero->Verstone and Verthunder->Verfire substitution is optional, but the devs add 2 new skills that are just as important to the rotation and compete with Verstone/Verfire for prime button real estate, the players who want avenues for optimization are now bloated with 2 more buttons while everyone else has the same amount of buttons as before. In other words, from this angle, one group is worse off, yet nobody is better off.



    Now, Black Mage's Fire IV and Blizzard IV on the other hand... Please combine those. They can only be used while in their respective, mutually exclusive stances. Please.
    That's pretty interesting, I genuinely had no idea so thank you for informing me of that. You make a really good point about how it wouldn't truly benefit anyone even if the difference may seem inconsequential which I don't think it is
    (0)

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