FFXIV Dawntrail introduced a combo system that is awesome in general but there are so many jobs
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Timestamps:
0:00 FFXIV’s Broken Combo System
0:04 Dawntrail Leveling Guide
2:45 Gunbreaker Concerns
3:00 PvP actions already combo
3:03 Paladin Concerns and Atonement Combo
5:00 Warrior
5:30 Limited Keybinds in FFXIV
7:40 Bard is easy apparently
8:40 Black mage is easy apparently
9:07 Summoner is VERY POPULAR
11:30 Popular and fun should be the priority
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Is Pictomancer gay? (Yes. Pride mage.)
While i agree with general sentiment, the "it's a game, can we have fun?" Is a poor argument due to fun being subjective. For the sake of argument you find easier classes more fun, while i find harder classes fun. Thats's the issue we both want to have fun…
(Ofc the example is just hypothetical i honestly dont care)
The 1,2,3 for all tanks should be left open for healing /expression. DK you get mana for rushing spenders using 1,2 on repeat. Gnb to heal over generating spenders. For pally you can reset attornment but also having royal and the third hit of attonment for FoF is higher damage then the last 2 of attonment.
As nice as all this would be, at the end of the day, a lot of people would complain that reducing button bloat is making the game too easy. So they'll always be met with blow back if they do it. But…. they absolutely should
I thought they added this! I was looking for it like crazy. I was literally thinking about this yesterday
As a controller player, I really wish they would put the 1,2,3's on one button. Anything to give me more space. It's not necessarily that I don't have enough button slots, but like how people on PC place their abilities in specific order depending on rotation, I like to put mine in as logical an order as possible. Having my main combo be on 1 button would really help free up space to let me do that more.
"Player skill expression" is a buzz word invented by hardcore gatekeeper that are mad that now more people can get into hardcore content and they dont feel as special anymore. DPS never had any player expression. They always had rigid rotation with an optimal way to execute and your "expression" would make it less optimal. The only roles that have a scintilla of player expression are tanks and healers. And thats only because they acually have choice of what heals or mit they use. Thats it. "Skill expression" is a nothing burger. It just means "Im mad people are as good as i am at my job because they sinplified it".
Glad someone made a video about this. I have thought they would add action change to 123s since they announced it, and I know I wasn't the only one.
Square, if you were waiting for player feedback, you got my approval to add it everywhere! As long as it's optional! Hell, add action change to the tutorial, it should be that ubiquitous.
So much like the story they did a half ass job with the combo button, let give it to some jobs but forget the rest cus we want to have the job being a little "difficult"
THANKS, I've been saying this since the start of Shadowbringers. I am glad that more voices start…. Well… Voicing it out. Not only is it an opportunity to introduce more skills without disturbing the hotbars much in the long term, but also an elegant solution to button bloat in the short term.
Yeah I don't really understand why they only did this for the new jobs. I guess to let people get used to it and then they can add it to others later? Hopefully.
They defo said they would add this, but it only applied selectively. And so we still have jobs like samurai where half the good keys are spent on basic combos xD
But they also said we would get an increase in housing item limit and chat bubbles. Except no we did not. Either they come in some later patches or DT will be a whole lot of half measures and empty promises.
I was wondering why they DIDNT do this. I still have button bloat on controller
They could definitely use some of the new ideas from VPR and PCT on other jobs on certain basic abilities to reduce button bloat and make room for new, awesome abilities.
5:10 Nah even on WAR you can get its 4 buttons basic rotation down to 2, just have the whole thing rotate together like on Viper, one button is Storm's Path the other is Storm's Eye, so you'd change your rotation from 1-2-3 and 1-2-4 to 1-1-1/1-1-2/2-2-2/2-2-1/1-2-1/2-1-2 etc. Only your 3rd press would have to be deliberate, and quite frankly I think most people would go 1-1-1, 1-1-2, and 2-2-2 in practice.
The only honestly tricky one is MNK. The core rotation part can be done just fine of reducing 9 buttons into 3. You'd end up with buttons for [Bootshine (Leaping Opo) > True Strikes (Rising Raptor) > Snap Punch (Pouncing Coeurl)], [Dragon Kick, > Twin Snakes > Demolish], & [Arm (Shadow) of the Destroyer > Four-point Fury > Rockbreaker] and all 3 would rotate based on current stance. Problem ends up being Perfect Balance and how to still choose which skill to use without being clunky in the moment. Best options I can think of on the fly would be having a player assigned "Perfect Balance" shift assigned to each one, but I don't think it'd actually work out. The other would be to create new moves that each of the buttons switch to similar to how Dancer Steps works.
Most other melee's could be spared at least 5 buttons easily 3-4 of which from their core rotation. The ranged group is a bit less condensing friendly, but I'd still say most could drop 2-3 buttons. Oddly Enough, Picto could have 5 less buttons easily since the 3 Motifs and Muses have no reason to be separate buttons, Star Prism could be just fine being a follow up to Starry Muse, and lastly Holy in White can't be used while Comet in Black is available as is.
It's not just about "skill expression" though, it's also about job feel. I think having an option for 1-1-1 is fine, but I'm not going to pretend like it doesn't feel worse for many jobs if you just mash a single button. The reason why there's so much healer discourse and drama and nonsense going on all the time is because people are bored of 1-1-1-1-1 mashing gameplay. I think dragoon is fun because you had a different feeling 1-2-3-4-4 combo, that alternated between the two positionals. That gives it a unique feeling vs other jobs. I think overall, most jobs are in a good place, but over homogenization is already a complaint for so many jobs, especially tanks and healers. Making even more of them even more of the same by removing what combo buttons they do have doesn't help that, and i think would make a lot of them feel worse. Especially ones like samurai and monk, i have my hotbars set up in a way that intuitively makes sense and leads from one starter to one finisher and "feels good", putting them into a weird 1-1-1 or 2-2-2 or 3-3-3 just makes them feel worse and the same as other jobs. I think it makes sense on things like viper and picto because they were intentionally designed with job actions made so they could combo on one button, but for many other jobs i just don't think it makes sense. I think there are some for sure i wouldn't mind adding like machinist 1-2-3 or red mage melee combo, since you only ever use the full combo anyway, but so many other jobs have reason to have them as separate routes that would have to be overhauled and homogenized. Under the same logic, since black mages follow such a strict rotation in dawntrail now, why not just combine a bunch of their skills into one button? For aoe if you just blizz ii, freeze, fire ii, flare, flare, flare star, why have all those buttons? Why not just press 1 button for all those? Cuz it feels bad, that's why. Cuz sometimes having more buttons to press on the regular feels better to play and gives jobs flavor. If anyone here plays an instrument, what feels better to play and sounds better to hear, hitting the same note 15 times in a row, or playing a scale? People do overreact when people propose a 1-1-1 shift from 1-2-3 combos but don't pretend like there's no difference between them. They literally do feel different.
It baffles me how people can use keybinds like 5,6,7,8 and be comfortable
Pictomancer's Substactrive Pallete literally locks you out of your Red, Green, Blue spells. Why aren't Yellow/Magenta/Cyan just replacing them for the duration?
All of the jobs need to be modernized in a fun way like Viper and Picto are. If someone thinks the game or their job would become too easy because their main combos are condensed into non-breaker combo actions then your job wasn't fun or difficult to begin with. Even Reaper does this to an extent, but because of how few buttons it already has to hit I find its 123 somewhat justified due to its modern toolkit being based around that design
As a healer main with probably only several dozen hours playing a melee class (RPR), I can say that I routinely blow my 1-2-3 combo during mechanics or after burst / semi-burst stuff. 2 or 3 might be glowing, but I so often revert to just pressing 1 when my mind is otherwise distracted. So I'd say that 1-2-3 is an expression of skill and experience, b/c if it were just 1-1-1, then you couldn't ever screw up or blow the combo.
I think they just went on auto pilot for this whole expansion