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Quote:
Originally Posted by
Temjiu
snip
See that's exactly how I feel except I don't like when I'm not in control of my own failures. Like if I mess up something then I'll take the dps loss happily but if I take a dps loss because the tank moved the monster or someone took aggro and the monster rotated it's super annoying because it's not my fault.
I like that there's complexity in melee jobs with possitionals but I want to be good because I'm good or be bad because I suck, not kuz someone else sucks, or just that some unexpected happens.
To be fair it's a double edged sword, if everything went as expected all the time it would be boring but I still want to be in control of my own dps 100% of the time
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Personally, I love positionals. It's part of why I mained Monk for three years. It's an added layer of complexity to encourage making the most of your mobility being granted by virtue of being a melee DPS. It's also a fun thing to strive towards optimizing for greater reward while dodging things in each fight.
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Casters have to move a lot and it affect their dps
Bard/Machinist have a weak dps cause they are support dps roles
Melee have positionals and Ocd skills roll to compensate a little bit for it
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I love positional. Please don't take them away from my Monk. Also OP you can often anticipate the boss turning even before they do by watching your tanks movement or the ability the boss is casting that will require it to turn ect. With experience I have found I can often play 1 step ahead and anticipate the boss turning and not lose my positionals, which leads to more satisfy gameplay.
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Leave positional alone please. :-P
A good tank will not only keep aggro, but also keep the mob(s) positioned accordingly. Depending on the fight, repositioning may well be needed, but the party should be aware of this, assuming it's not their first time in and they didn't do research first. That said... you got your bad tanks as well as dps that clearly don't care if they get aggro or not and fail to use abilities that lower their enmity generation. In cases like that, you just have to adapt and do what you can.
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Melee is pretty much knowing the fight before hand, or figuring out how to adjust if the tank decides spinning it is hilarious for some reason. That's just how it is in XIV, and for now I like it, but I've never had tanks randomly turn a boss. AoE you can't really help though, mobs are going to move and there's very little you can do about it.
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I posted this in the true north thread and I'll repost it here. I'd rather see positional abilities join bow mage, gun mage, and abilities like fracture in the garbage where they belong.
I was really disappointed they stubbornly decided to stick with them, hopefully they realize sooner or later that positionals don't add complexity, they're just unnecessary and obtuse and put them in bin.
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I hâte positional but I think its an interesting mechanic. However, I wish not all melee would require it. There should be one melee without positional.
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I don't mind positionals, what I do mind is that every melee uses positionals. (even SAM does if you want to max it out through kenki generation) It really feels monotonous like this, hence why I don't usually bother with melee at all. They are more annoying than complex honestly. A tank slightly turn a boss to avoid an avoidable cleave, or the boss can only be attacked from one side, or turns around unexpectedly then you are SOL. that isn't fun, that is an annoyance.
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Positionals can probably seem unnecessary at first if you are used to other roles, but it is actually what keeps the melee jobs interesting, keeping you on your toes and being alert.
Check out those same jobs in potd, where positionals are removed, and your attention will begin to dull and wane after awhile.