
Man... don't shit on the people liking a thing, just make it an option like it should be. If they insist tell 'em to stay in their own lane, but making it an option would prolly satisfy both parties.


I mean yeah, that's how the DT-era autocombos work so far? You can decide whether to use them or not? Why would you assume new ones would use a different way?


Auto combos should only be added under two conditions.
1. It actually expands what we can add to a job's DPS kit, such as adding more Procs or alternative pathways to those combos to add more complexity.
2. It remains Optional it should be a toggle, such as fight or flight and goring blade being tied to the same button, I know people will say "but it's not meta!!! so people will always go to auto combo!!" but for me I know I wouldn't I don't care about how others play the game, I much rather be clicking more buttons personally even if it's not optimal.



I'm aware no one here's talking about making it mandatory, but the main issue I have with merging combo buttons is there's just no feedback indicating where you are in a combo outside visual markers, there's steps in them that are functionally different, and I tend to tie buttons with function.
For example, I often map the third combo to R2+□, and with PLD if I'm about to press that it means Royal Authority is coming up, which grants Atonement and Divine Might, and tells me I should make sure to use up any remaining Atonements and Divine Might before pressing it.
Because of this I struggle with overflowing gauge with PCT since the one button combo is sometimes "do damage, gain 25 gauge and a stack of white paint", and positionals/gauge/weaving with VPR because they're sometimes rear/flank positionals, give gauge, and come with a follow-up oGCD. It's not as simple as "I feel engaged with more buttons to press", I will literally perform worse if it's forced.
That said, I'd have 0 issue with RPR's main combo being merged since they're all functionally "do damage, gain 10 gauge".




That's why PCT combos are done right because they're colour coded. VPR are only done right to differentiate between flank and rear on the 3rd combo, but the red ones are literally visually similar to the previous steps which is bad.
Secretly had a crush on Mao



I'd be inclined to agree if sub palette didn't throw me off by having the reddish hue suddenly be the finisher. Rainbow gauge doesn't matter there, but I'd like to have a better feel for when I'd have white/black paint, especially in multitarget
That reminds me of a rhetorical question I posed to my friends:
Red-Green-Blue (RGB) is an additive color model. It's for emitting frequencies of light, e.g., your typical phone or laptop display. Pile on enough red, green, and blue, and you get white.
Cyan-Magenta-Yellow (CMY) is a subtractive color model. It's based on absorbing frequencies of light (and reflecting the rest), e.g., the colors of ink in a typical color printer. Pile on enough cyan, magenta, and yellow, and you get black.
This leaves just one question: Why aren't Stone and Thunder in the opposite order in the combo?



That would be quite a bit better with both yellow and magenta being on the opposite side of the color wheel to blue and green, respectively. Maybe someone was like "Thunder looks stronger than Stone" and switched it up.That reminds me of a rhetorical question I posed to my friends:
Red-Green-Blue (RGB) is an additive color model. It's for emitting frequencies of light, e.g., your typical phone or laptop display. Pile on enough red, green, and blue, and you get white.
Cyan-Magenta-Yellow (CMY) is a subtractive color model. It's based on absorbing frequencies of light (and reflecting the rest), e.g., the colors of ink in a typical color printer. Pile on enough cyan, magenta, and yellow, and you get black.
This leaves just one question: Why aren't Stone and Thunder in the opposite order in the combo?
Maybe this is the same guy who thought light aspected magic should be all WHM ever does now.
But at any rate we're getting pretty far off-topic here.


Yeah that's a bit annoying, although there is visual feedback:I'm aware no one here's talking about making it mandatory, but the main issue I have with merging combo buttons is there's just no feedback indicating where you are in a combo outside visual markers, there's steps in them that are functionally different, and I tend to tie buttons with function.
1. You see the animation your character does, letting you know you just used, say, step 2 in a combo.
2. Your icon on the hotbar also swaps (I understand on the controller hotbar this is trickier!).
It's hence important that these combos can be disabled if the user wants to. If nothing else hey, some people play more consistently and feel better playing with explicit buttons for each step in a chain, and that's 100% a-ok. Others desire less buttons for rote input sequences, and that's also 100% a-ok. It just needs to be an option, like most new DT-combos are.
What could be done of course is that like the Picto stuff, they could have a separate (small) UI element you can enable to always see the combo states of your various combos. As long as that's something the user can enable if desired, that gives controller players an out if they want the combos on off-buttons, but if you see all your hotbars at all times you can leave it disabled.
TL'DR: More options!
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