Fantasia potion.
Nioh 2 made me miss how much I could change stuff without worrying to pay anything... just give me a mirror or something in the inn.
Although this is a curse of these games and how much I love changing stuff
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Fantasia potion.
Nioh 2 made me miss how much I could change stuff without worrying to pay anything... just give me a mirror or something in the inn.
Although this is a curse of these games and how much I love changing stuff
The unimaginative and monotonous damage sponge trash in EW and ShB dungeons in between bosses. Actually, I’d prefer variations with some mechanics rather than complete removal. Right now, you pretty much know how many trash mobs you are going to fight even when you enter a new dungeon and what is the distance between the groups, then all you have to do is pretty much just spam aoe.
Current male bunny’s replaced with Lorrotis
The Au Ra horns because they clip of look bad on almost every head piece.
Sounds like they should probably make positionals *more* rewarding, not less. I had no idea they were such a small amount of overall DPS.
The thing is, they're really not. over an entire fight, those numbers add up, someone with zero positionals will deal way less damage than someone who properly hit all of em. this varies by job, of course, but I dislike how they made it so practically every job in endwalker has two positionals, monk is especially aggravating since it went from *the* job for people who liked positionals to... having less than Dragoon of all jobs. it's frustrating how people want one of the few things that makes melee dps unique (but not by much) removed
The issue is there just not rewarding, and I do miss a fair few, usually not through lack of trying but simply spinning or turning bosses.
But it's been discussed dozens of times over the years and worked out that a player could totally ignore positionals on most melee jobs. (probably all now monk has lost 2/3 of theres) and stand a very high chance of out parsing an equal player whos making the effort to land positionals, just because of the rng nature of things like crits, directs, and even latency.. All of which makes the impact of positionals actually immeasurable becasue any variation observed would be well within the margin of error players allow for crits and things.
In order to miss every positional you would typically be having to go out of your way to deliberately miss them or standing in front of a boss... the reality is a player ignoring positionals would still hit most of them because they'd just plant themselves behind/beside the boss and stay there unless mechanics forced them to move.
In this situation a ninja for example would only miss 60 potency on armor crush once every 30 seconds. a staggering 2 potency per second. thats not "way less damage"
its less than 1% of there total output.. the same would be true for all the melee. a monk would lose 60 potency over 18 seconds on demolish so 3 potency per second.. again less than 1%
I mean if you think thats super fun and rewarding gameplay then more power to you but for me it's just a personal peeve when bosses turn and you end up missing them. not a big peeve admitedlyy because the reality is that its not gonna impact the fight.. but still a peeve. if you scrapped them entirely nothing would really change. especially with how many bosses already have none.
considering the current "endgame" bosses we have, let's see:
Savage: out of all 5 fights, only P2S has no positionals
EX Trials: only Hydaelyn has positionals, so okay, fair
Ultimate: DSR has two phases with no positionals (eyes, a very short phase that really doesn't need them, and double dragons). UCoB, UWU and TEA all have positionals in every phase, and they should obviously be still considered high end content
so, out of every single piece of high end content out right now, three fights have no positionals, i'll give you three and a half if you want to count the DSR phases. what do you make of this? are you sure "many bosses already have none"?
I'll agree with you that positionals have little impact and that they will hardly make a difference on whether someone clears a fight or not, I don't think the dps loss is as small as you make it out to be but it's not huge either, but still. IMO positionals should indeed have more impact so that one could show that they can play their job and have spent the time mastering over someone who doesn't. I don't think someone who just picked up Monk should be able to be pretty much on par with someone who put in the work to play it properly and learn how to work around the job's quirks (which, until Shadowbringers, was the fact that it had a positional on every single one of its GCD combos). sadly, it seems like square doesn't agree with this vision
Our content creators/influencers
They do a poor job representing some areas and aspects of the community and often influence the game to go in directions we don't like for the sake of their publicity and fame. They have the closet influencer power to Yoshi P for us and are partly responsible for the state in which the game is currently in. We need less Keyboard Twitter Warriors representing us and better reps.
yup. on top of what you've already mentioned..
6.0
Smiloton. 1st and lass boss no positionals
Stigma dreamscape last boss
Tower of bail. last boss
Atila scope. last boss
5.0
Castrum and DR (Bozja)
Paradigms breach big tree thing no posiitonals half the 3rd and 4th boss fights no positionals.
Copied factory second boss, third boss
Puppets bunker, 1st boss, part of last boss
Amareut, last boss
mt gulg second boss, mini boss,
cloud deck diamond weapon
e3s
e7s
thats what i can remember from current and the last expansion. there was quite a few in 4.0 as well.
I would go one step further and remove player feedback. People love to say the customer is always right but what do you do when two customers want something that contradicts the other? What do you do when customers want something that is detrimental to the product? Customers are just people and most are not that bright, might as well make the game how the devs envisioned and let the customers decide if they want to join the ride or bail out. If you really made something good then the customers will flock to it regardless if you took their wishes into consideration.
Diadem, Deep Dungeon, Heaven on High, Eureka, Bozja.
Depending on what exactly Criterion Dungeons and Island Sanctuary turn out to be, I may well have gotten my wish when it comes to their Endwalker successors.
The Spotify playlist playing "DJs" on Twitch.
Housing
/10char
The ambient laughing/groaning emote sounds that still plague every city-state 9 years later.
90% of the confirmation prompts.
No, game, I don't want to use this key on this door that my party has to open to proceed. We were all hoping to keep this for our personal collection.
Positionals are a dumb concept and there's a reason why WoW removed most of theirs.
The DPS has 0 agency in some cases and there are fights where landing them requires the entire party to adjust (E9S.)
The devs have been slowly phasing them out of the game for a reason, I don't even think they like them.
The only time I found positionals interesting is if they are on big cooldowns like Trick Attack where missing them punishes you a fair bit, but even then you could just save True North for it but at least there would be some oomph to them. Currently they feel very flat and boring.
Positionals are fake complexity at best and pointless busywork at worst, and I wouldn't miss them at all.
I don't really agree at all in more difficult content, but in most content it's probably true.
In Savage tho I enjoy figuring out when to True North for uptime, I feel like it's a nice form of skill expression.
Edit: There are some that feels thematically strange tho.
Why is Demolish a rear positional for example on MNK?
I think Aeolian Edge on NIN makes sense, sneaky NIN attacking from behind just makes thematic sense.
Visually tho it could be a bit more '' backstabbey ''.
Ah, yes, down from positionals only on Backstab, Gouge, Ambush, and Shred to... Backstab, Gouge, and Shred. While that may be a difference of 25%, it's also a difference of... just one ability.
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Admittedly, the way mob turning works, atop the game's sluggish poll rates, is not conducive to positionals. Surrounding design since Stormblood has also done about everything in the devs power to make them unexciting.
We no longer adjust our rotations in order to manage positionals over key moments in encounters; there's just True North for that, allowing bloat buttons to replace rotational nuance (now nearly impossible for most jobs anyways due to melee rotations' reduced modularity). There's more automated boss movement by which to end up with ill-timed spins for which no positional could reliably land, however prepositioned. There are sometimes fewer tells as to where the boss will turn next to perform its attacks. The timing for which boss facing lingers after completing a cast has become less consistent. Etc., etc.
But are those issues with positionals themselves, or merely a worsening of context?
Positionals at their core do just two things:
- They had necessary button presses / stick movement, essentially apm (just without being accounted for in the likes of fflogs since the site can't tell when you would have needed to move anyways or what forms a discrete movement).
- They further narrow what it means to be at the 'right' place at the right time, which in turn offers variable complexity.
That's it. They're apm without button cost and they form a sort of Tetris-like win condition that can offer depth/nuance through surrounding systems. Their complexity, while greatly diminished over the years, is not fake, and their added business is no more pointless than hitting your frequent but middling oGCDs.
If you don't like anything adding to your apm, then you probably won't like positionals. If you refuse to claw grip and/or don't like switching between stick and face-buttons/DPad on your controller, you probably won't like positionals. But, those who like higher apm, especially without having to spend further button counts discretely on them, or enjoy intersecting systems, variable priorities, and the like, tend to like them.
I also want removed... bad design in dungeons for pulling mobs.. especially for going wall to wall.. how they are placed in modern dungeons... as they spawn in and the likes... is just bad design for anything speed alligned... I can't be the only tank that find it annoying that actually have to be stalled to get them all.
Novice Network... that place is a pure cancer
Streamers.
Well at this point...everything.
BAN.EVERY.THING.
Kill the mmo stuff, kill all the sidequests. Scions of the seventh dawn? More like scions of NOTHING.
Kill the forums.
Delete player characters
Ban all the players.
Kill all the maps
Kill the story.
Return all to nothing.
Pure void.
EDIT: BAN THE VOID TOO.
You say that like removing X will somehow produce Y in its place.
So, you get rid of the Zeplas, Xenos, Chairs, Lucys, MrHappys, etc. Now... Wait, no, that's the end of it.
They're simply gone, and at most discourse remains a bit less narrowed, though that also means it gets less clarified, developed, or sophisticated. The lack of content creators / influencers would in no way give rise to Square spending a cent more on community reps.