Originally Posted by
KenJammin
From a design point this game gets some things right and some things totally wrong. They'res some pretty strange things that are finally out and we can now comment on them, speculations that came out true as well as some of the design elements that show a strong understanding of FFXIV's basic combat.
Whats confusing to me is some elements make no advancement to combat depth but have been added regardless while others have made tremendous strides to streamline combat. I've never been so baffled by a developers ability to make some really good decisions and really bad ones all at the same time. So lets get to it!
1. Combo System:
First of I think its safe to say most people love the combo system, It gives meaning to old weapon skills in the game as well as giving players opportunities to do lots of damage in one quick sweep, really fun to notice big chunks of damage coming out of enemies as opposed to slowly chipping away at them like in FFXI.
Element that wasn't thought out:
Yep you guessed it positioning, I think everyone going into this update was weary about this from the first place and yep it makes as little sense as people thought it would. What combat advantage to I gain attacking enemies from the side? Some of it makes sense, like attacking from the rear (so long as they fix the abusable targeting system to make it so even solo you can still back attack, without para/stun/etc), even attacking an enemy thats currently targeting you (GLD), but i don't understand the point of attacking enemies from the side. Who is having trouble moving to the side of an enemy and hitting a button? I feel like SE is insulting my intelligence here, am i supposed to feel proud of myself for remembering to re-position myself before doing an attack? I mean they'res no coordination here what-so-ever on any other party member before i do it.
The only possible argument you can make for such a lazy gimmicky mechanic is it encourages players to practice organized hate management for the sake of,(and get ready for this) BEING ABLE TO ACCOUNT FOR ENEMY AND PLAYER POSITION LAG!
I guess my real point here is for the sake of this games combat enemies only need 2 hemispheres of attack zones, back and front. Just simplify the system and make all the side position weapon skills condition-less since any one solo or organized player need only a lag free environment to pull them of consistently.