wow are you seriously complaining about positional requirements?
wow are you seriously complaining about positional requirements?
Well, there was a distinction in MMOs that classes with positional requirements required more skill to play. You'd have people that liked that sort of thing play those classes while people who didn't like positional requirements had the option to play melee DPS that didn't have positional requirements, offering a little bit more utility in exchange for not having that edge in DPS.
In FFXIV no such thing exists because all melee DPS classes have positional requirements. I'm not too keen on them half because none of the weapons insterest me (fists, spears and daggers don't do anything for me) and half because I know I would have trouble in serious content between keeping a rotation going AND watching out for stuff. I didn't realize how easy DPS can tunnel vision in this game to the point they miss mechanics until I leveled MNK and DRG to 50.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
Ideally there would be a melee DPS without positional requirements that trades DPS for utility and ease of use like a melee version of the BRD.Well, there was a distinction in MMOs that classes with positional requirements required more skill to play. You'd have people that liked that sort of thing play those classes while people who didn't like positional requirements had the option to play melee DPS that didn't have positional requirements, offering a little bit more utility in exchange for not having that edge in DPS.
In FFXIV no such thing exists because all melee DPS classes have positional requirements. I'm not too keen on them half because none of the weapons insterest me (fists, spears and daggers don't do anything for me) and half because I know I would have trouble in serious content between keeping a rotation going AND watching out for stuff. I didn't realize how easy DPS can tunnel vision in this game to the point they miss mechanics until I leveled MNK and DRG to 50.
*cough* RDM *cough*
On topic, I feel the positional requirements are a little too strict and wish the game gave you a little more leeway when determining a side/back hit, especially on targets in motion.
Part of a good tank is how to hold aggro without moving around too much or "flinching" aka moving left and right just for that additional (and illusional) 1 second more delay on boss autoattacks just for the ZOMG heals to come in.Ideally there would be a melee DPS without positional requirements that trades DPS for utility and ease of use like a melee version of the BRD.
*cough* RDM *cough*
On topic, I feel the positional requirements are a little too strict and wish the game gave you a little more leeway when determining a side/back hit, especially on targets in motion.
Only exception is the spinning tank tactic in Hydra ages ago... God that's a nightmare for melee
yes I am, especially when its creating an imbalance in skill required across melee dps as a whole. its a valid complaint and if you don't think so take your no feedback trolling somewhere else? When every melee dps option is CONSIDERABLY more difficult than the range counterparts you have an issue, especially when said issue causes half the server to think of melee dps players as a joke and not worthy of taking along for content outside of a necessary limit break
ever heard of loldrg? yeah its because of the overwhelming opinion that its a useless class that is dead more times than not.
monk is not the highest ST dps... please do some research....there are SELECT encounters where monk can outdps a blm but across the board no.....and generally yes you are only there because the fight benefits from having a melee limit break option....
It's the other way around, there are very few encounters, where a BLM can outdps a monk, but those are ONLY the ones that involve several adds but we're talking strictly about Single Target DPS and that is where monks blow BLM out of the water even after the buffs. If he doesn't then he is just bad.
Even in fights like T9 the monk should at least be on par with the BLM if not higher and this is an annoying encounter for monks.
Also Ninja has less positional requirements than monk so I don't see the problem.
Last edited by Atreides; 10-27-2014 at 06:37 PM.
That is completely untrue though. Daily I have seen pfs looking for MNK/DRG specifically for their raid groups for 2.4. Monk is the highest single target dps in the game and will kill every other class in numbers in T8. If what you say is true, and they ARE much harder to play (I agree with, but I don't think the gap is as big as you suggest) then I think it's fair since they do such high numbers.yes I am, especially when its creating an imbalance in skill required across melee dps as a whole. its a valid complaint and if you don't think so take your no feedback trolling somewhere else? When every melee dps option is CONSIDERABLY more difficult than the range counterparts you have an issue, especially when said issue causes half the server to think of melee dps players as a joke and not worthy of taking along for content outside of a necessary limit break
And I also don't get what is wrong with some classes taking more skill to play than other classes? And saying they are "considerably" more difficult to play is a personal opinion anyway. Everyone has a different opinion of what they perceive as difficult. For example, I play and main dragoon, by your logic I play a class that should be harder than every ranged counterpart, right? I also have black mage leveled to 50. I find black mage to be harder because while the rotation is simple just keeping that rotation going confuses me, the cast times are so long and with so many fights that make you move around or I can't quite understand the concept of keeping up the casts going while also dealing with mechanics. I find myself thinking "when the fuck do I get to cast?" That to me is more difficult then smashing the keys of the rotations I have memorized over and over again and just making sure I stand in the right place for certain moves.
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