"But if we do this, there won't be enough room on the server, and it will have to be stored locally!"
"You can set different actions to different hotbar slots per Job already, though!"
Continue reading...
Yes, that's fine, I don't care. That's already exactly how it is for me (see below). So, please, if this is the only thing holding you back — do it anyway.
Currently, this is what I have to do every single time that I switch Jobs in XIV:https://imgur.com/a/2LHz2lB
This also means setting all my general / nonspecific HUD and Configuration settings again... on every Job... every time something changes. Yes, it's as tedious and frustrating as it sounds.
And here's examples of most of my other Job HUDs, if this matters:
Also, I'd like to point out that this is generally a standard feature in games with different Classes, and XIV is the one doing it "weird" by forcing all Jobs to share one HUD and Keybind set:This also means setting all my general / nonspecific HUD and Configuration settings again... on every Job... every time something changes. Yes, it's as tedious and frustrating as it sounds.
And here's examples of most of my other Job HUDs, if this matters:
- World of Warcraft: every character has a unique HUD and Keybinds.
- Star Wars: The Old Republic: every character has a unique HUD and you can save an infinite number of Keybind templates.
- ...okay I'm already tired of typing this section, but in general, this is the case more often than not. (we don't need to talk about Guild Wars 2, especially because it's a UX abomination in many, many, many ways.)
Yeah, I was tired, so that "messed up PLD HUD" example didn't convey this very well (since I haven't updated the "MCH HUD version of PLD" since like 2018).
But the problem is that this "solution" only works if you have a 1:1 relationship between HUD and Keybind placement for every single Job.
Due to having extremely different rotations, gauges, cooldown arrays, and so on, this is not actually practical, and will force you to display all sorts of useless garbage that will clutter and distract from important information, and could easily have been placed on a hidden bar... if the Keybinds lined up to allow that.
What I want (and what I currently brute-force via HUD Backup manipulation) is the ability to have a completely unique HUD Layout, Keybind settings, and Action placement per Job.
"Okay, but why?"But the problem is that this "solution" only works if you have a 1:1 relationship between HUD and Keybind placement for every single Job.
Due to having extremely different rotations, gauges, cooldown arrays, and so on, this is not actually practical, and will force you to display all sorts of useless garbage that will clutter and distract from important information, and could easily have been placed on a hidden bar... if the Keybinds lined up to allow that.
What I want (and what I currently brute-force via HUD Backup manipulation) is the ability to have a completely unique HUD Layout, Keybind settings, and Action placement per Job.
Because I have brain problems or something, and it's really difficult for me to play Jobs correctly unless I organize all of the information in a way that is clean, compact, easy to read, and specifically-tailored to each particular Job's rotation and design.
This includes GCD indicators, cooldown timers, keybind assignments, buff and debuff placement, cast bar placement, Party HUD placement... etc, etc, etc. (See above)
"I don't understand your examples, many important actions are missing..."This includes GCD indicators, cooldown timers, keybind assignments, buff and debuff placement, cast bar placement, Party HUD placement... etc, etc, etc. (See above)
No, they're not. If an action does not need to be displayed, I don't display it. This is another reason why I want a unique HUD and Keybind per Job.
For example, I don't need to see the starter action for a combo chain. That action is always available. I only need to know if one of the subsequent combo actions is currently active.
I also don't need to see a generic Gauge-dump action like "Edge of Shadow" or "Bloodspiller". Its "cooldown" is just the rate at which Gauge is generated, meaning that I only need to see the Gauge quantity, not the icon.
Or there's some other way of easily tracking an action's cooldown. For example, "Hypercharge" will always be available again one full GCD after Hypercharge ends, so the cooldown is irrelevant.
Or the cooldown is completely useless information. For example, it's physically impossible for "Summon Bahamut" or "Automaton Queen" to still be on cooldown by the time you have enough Dreadwyrm Points or Battery to cast it again, so these cooldown clocks are just pointless clutter.
...etc, etc, etc. Each HUD is designed to chop out as much unnecessary visual information as possible, so that I know that everything changing and updating on my screen is "important" information.
"Okay, then why do you have Scathe visible..."
SE devs: This would probably be the single-largest QOL update that you could possibly make for me as a player...For example, I don't need to see the starter action for a combo chain. That action is always available. I only need to know if one of the subsequent combo actions is currently active.
I also don't need to see a generic Gauge-dump action like "Edge of Shadow" or "Bloodspiller". Its "cooldown" is just the rate at which Gauge is generated, meaning that I only need to see the Gauge quantity, not the icon.
Or there's some other way of easily tracking an action's cooldown. For example, "Hypercharge" will always be available again one full GCD after Hypercharge ends, so the cooldown is irrelevant.
Or the cooldown is completely useless information. For example, it's physically impossible for "Summon Bahamut" or "Automaton Queen" to still be on cooldown by the time you have enough Dreadwyrm Points or Battery to cast it again, so these cooldown clocks are just pointless clutter.
...etc, etc, etc. Each HUD is designed to chop out as much unnecessary visual information as possible, so that I know that everything changing and updating on my screen is "important" information.
"Okay, then why do you have Scathe visible..."
Each Caster class needs to have one arbitrary "dud" action visible somewhere so that I can track the GCD clock during instant casts. I usually choose an awful action that I don't want to actually use, so that it doesn't have any chance of sending my brain conflicting information about my rotation.
...so if you could seriously consider making this option available, I would appreciate it a lot.
Also it would be very helpful to have an "Export/Import HUD" and "Export/Import Keybinds" option added at the same time......so that I don't have to manually-redo about 22+ HUD and Keybind designs when I'm finally able to go back to keeping everything stored in one User Interface file.
But, I'd still happily go through that one-time brute-force effort, if it meant no longer having to do this tedious Log out → Swap → Log in process every time I swap Jobs.
But, I'd still happily go through that one-time brute-force effort, if it meant no longer having to do this tedious Log out → Swap → Log in process every time I swap Jobs.
Continue reading...