Ah that's why I wasn't seeing them.
It's been too long since I've touched SAM, clearly.
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First that would be boring as all hell, really. What makes melee so fun is how active it is.
Second. It'll probably be super broken, since any bosses that move a lot ( O7 and O8) won't have any effect on them, but it will for everyone else, and multiple missed positional overtime does add up.
They would have to lower their damage quite a bit for this to work.
Melee already have plenty of incentive to be next to the boss. It's called melee range for a reason. I'd like to see a melee class that abandons positional GCDs and combos altogether, just to see what SE does to change it up. DRG and MNK are the only classes where it feels like it makes sense that there are positionals on the class. MNK is the fast positional class and DRG is the slow one. NIN and SAM both could survive without it.
That isn't to say I don't want to see a melee class without positional requirements, but put rear/flank bonuses in Cooldowns/buffs or make it distance based instead. You can do more than just dancing on the same corner.
Also the number of omnidirectional bosses makes me question why we have it at all still.
Personally I find it boring hitting a bosses backside throughout the whole fight, the Positional thing is ridiculous in this game.
I mean it's just not epic in any shape or form, oh look I'm hitting the bosses big ol'l butt for the next 10 minutes!
A melee dps without positionals could work
But it need something in its gameplay to not be boring.
Like BLM (tries to) stand in one spot but has to manage alot of things.
Well this isn't really a DPS problem to be fair. Quite a lot of bosses in the game have cleaves that prevent anyone other than the mt (or sometimes the ot) from being in front, pretty much everyone else is behind, near the sides or spread out. It's seems like most positional jobs were worked around boss actions rather than the other way around.
Except we already have simplified rotations with SB (gotta reduce button bloat by adding more role action buttons, hurr durr), so not having positionals would be excessively bland without some other class mechanic to compensate. Like BLM abandons rotational complexity in favor of forcing you to either learn a fight by heart or be REALLY good at cooperating with your party through Aetherial Manipulation and Manaward. In fact, as a controller player, BLM is the one job that makes me wish I had mo macros instead of using a tank, a healer and a focus-target to macro-jump to.