Lol. That's funny to hear. I almost Never use it for energy drain because l used all of them to healHate to break it to you, but the JP audience isn't the golden land that you think it is.
Dawntrail media tour build had Sage with AOE Dot that could be stacked with the single target dot. The most probable reason why this was removed is because, believe it or not, JP players complained about it. Something they also want is the ability to extend healer Dot duration to 60s by pressing it twice so they can "focus more on other things without forgetting about DoT uptime" or something like that.
I also unironically read about JP players complaining about Energy Drain on Scholar again and want it removed because apparently, some JP players take Energy Drain optimization to a ridiculous level and basically refuse to use Aetherflow on healing/mitigation skills.
JP playerbase really isn't the promised golden land. They got their own issues.
Innately nothing wrong with this, but the developers wouldn't substitute, e.g., loss of additional actions there by condensing into 1 button wouldn't mean complexity elsewhere,
and to be honest the point about accessibility is kinda...
This is one of the worst games I have ever played for accessibility,
I would take it for them to massively increase the skill ceiling again
That won't happen tho
Some useful context:
In WoW, there is already an addon that tells you what to hit each GCD for those who don't want to have to care, and (much like XIV's XIVCombo, but worse) another than can swap out skills automatically (if clunkily). Both innately involve slight penalties --- the first is not-necessarily-optimal rotation (since context actually matters on occasion in WoW, unlike here pre-death outside of choice of opener) and the second costs a fraction of uptime (like native macro-ed multi-actions here).
What they're doing is essentially trying to take some of the most demanding or QoL-favorable addons and make those available to the base game. It also allows them (since this comes with restricting addon APL further in particular ways) to set whatever punishment they believe will maximize long-term player-count between incentivizing greater gameplay engagement and easing off its requirements for those who would rather spend less focus (at least, on combat).
Still not entirely sure I agree with that, but the overall situation makes sense.
Similarly, here I wouldn't mind seeing "combo" bloat that is still of banking/visual/thematic use turned into a button each if we're not going to make actual combos (synergetic but independent actions capable of multiple significant orders each instead of mere button traps).
I'd prefer the second, especially if we could trim out bloat elsewhere, but barring that, optional consolidation (with the button-trapping removed for those who want a button per skill for the... flavor(?) of it but would doubtless desire parity despite this, or ideally even a bit more meaningful control so it is actually of some value, however situational or minor in overall performance) just makes more sense to offer than to not.
The accessibility would be improved by minimizing the number of button presses, considering Square Enix has already made the 'what do I press?' part pretty obvious. Just look at MNK, VPR, SMN, PCT, and RPR — all released or reworked recently. Not even BLM was spared.
Personally, I think players should be incentivized to learn, not the opposite. That said, I don't see how this would harm the game any more than the recent job changes have, and I wouldn't be against it, as long as the GCD lock cannot be bypassed by any 3rd party tool.
Except, in creating such an option in XIV, there is no simple weapon-swap through which to redeem the class you've decided to smother / infantilize. And then you'll have people who want the job (which is only that build) to perform well enough for literally all content week 1 despite it taking 5% the effort from performing the job's own mechanics*.I think there should just be a job that is easy to play and only need one button instead of having These kind of plugin. Dual pistol deadeye in gw2 only need to auto attack, but the drawback is this build only does 30k When a hard to play class does 45k. But that's enough damage in a lot of the content.
* The only balancing point possible for which is to make 80+% of gameplay just raid mechanics so that the margin in combined effort really is then sufficiently small to warrant the close performance / to not oblige less skilled players to use the easier build just to have more reliable output.
__________________________________
ASIDE:
There is sensible accessibility and consolidation, and then there's braindead options that frankly should not be enticed but, if introduced to XIV, almost certainly would be if sold as a complete experience. But here's the kicker: So long as we sell them as such as therefore don't expect them to perform competitively, EVERY job can be played in a braindead manner in casual content, and it doesn't at all require gutting the job as a whole.
I don't understand why we would need to pander to weird forms of active self-manipulation. While, yes, if given the choice between playing a job with 8 buttons for 80% of the cDPS of the job most similar in profile or playing with 8 out of 30 buttons on that similar job for 80% of its maximal performance, many may prefer the first, it's still a nonsense distinction for however long as we can and regularly do play multiple jobs within a gear type, making it barely any if at all less "obligatory" to swap to a job that isn't automatically neutered as to un-neuter one's own performance.
Last edited by Shurrikhan; 05-02-2025 at 12:15 PM.
FFXIV was way ahead of WoW on this with Summoner!
Never forget your one true friend.
This is actually cool for people who have disabilities and can't raid because of it.
The community in XIV:
> Has a hate boner for anything rng requiring adjustment, wants to follow sets of execution.
> Complains when someone shows up and asks for combos or whole rotations to be condensed into a single button because everything is a predictable sequence where context doesn't matter.
One is not like the other... condensing combos like we have them in PvP is hardly the end of the world and in fact would be quite welcome for a variety of jobs (SAM especially since it would condense 9 GCD slots down to 5 for the different combo branches), but full-on autogameplay, potentially with context-based logic like cooldown timers, by repeatedly pressing a single button is a different beast altogether.
I agree though, the predictability of basically everything (and the forced timer alignment of 30s, 60s and 120s for everything) is kinda awful.
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