Thats what I did with my WAR and dungeons after the change. I tried it twice and absolutely hated it. Killed my friends a bunch of times in P3s cuz of where I stand for adds too.
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Can only echo the sentiment. I've only run the new dungeon twice, and the few other dungeons I've run since the change were because I agreed to tank for FC/static faster than my brain could remind me of the Overpower change.
Controversial opinion alert:
Honestly, just stop making dungeons. They are just pretty corridors at this point.
Dang, that just reminded me of the new type of dungeon they talked about in one of the live letters... meaning the dev team has actually considered this. I was so stoked to hear about some kind of innovation and maybe a challenge while it's fresh content. Now that my AoE feels like hot garbage I just dread the mob encounters they've come up with.
If I can't solo them I may not even bother tbh. That one pull on Alzadaal is the epitome of frustration, if that's the tone they're setting, count me out
ngl, I'd love to see w2w pulls not being 2 groups and done and would love to see like 3-4 groups again. I did like the newest dungeon for attempting to do something similar but alas new Overpower did not feel the same.
For the topic, I just want WAR's Overpower to be a cone because imo it doesn't make sense for Demon Slice and Total Eclipse to be cones as much as I personally adore the cone's range, whereas Overpower makes the most sense to remain as a cone.
I get that this is a half troll half 'missing flavor' thread, but, really. Why would anyone think the Cone AoEs in this game are good? Circle AoEs don't require a target, can be spammed to hit mobs without interrupting your movement while doing the pull, and even if you didn't have those prior factors involved, they snapshot behind you while you're moving and still hit in front of you as you're picking mobs up, so they wind up hitting more mobs than a cone would with less total attacks.
Line AoEs I get. Those actually cover more area than Cones or Circles and do fire properly when they have the appropriate range (though it's still finicky because of XIV demanding a target for them too) while retaining the upside of being able to stand to the side of the fire once you're actually IN the pull. But Cones? Absolutely not. XIV's systems make them have all the downsides and none of the good.
Why would you want the skill with greater range so long as mobs are in front of you to come after the engage (in which all mobs are necessarily in front of you)? Keep the better engage tool first, and the lower-range but faintly more lenient tool second.
Let's not pretend appropriate targeting is hard or gets in the way of movement. The two also "snapshot" to the very same degree. And both need only ANY part of the target's hitring to be within that area of attack, meaning it's a whole lot harder for conals to miss enemies to your immediate sides than it might first appear (at least, if one never bothered to check for floating damage text).
As such, there's only one real difference between conal AoEs and radial AoEs: Radial AoEs sacrifice 3 yalms range and ~48 square yalms (at a 150-degree cone) area in FRONT of you to be able to also hit BEHIND you.
That can only be positive if you have enemies behind you... which is entirely within your ability to prevent. You're spending all that on the assumption you'd otherwise fail an exceedingly easy task.