
Pro DPS tactic: Big glowing orange AOE = "Stand here to boost your DPS!"
~Non Requiem Aeternum~
No, the original was that impulse drive had to land a hit from behind to chain I to the other two (but disembowel/chaos could be from anywhere)
And that heavy thrust worked like current trick attack - had to land the positional to take effect...


But they did have damage bonuses from being in the correct position, which has been removed from Impulse Drive (requirement) and from Disembowel (bonus) and added directly to the skill damage by default.



What's confusing here?
They took away ID's positional requirement and added a positional bonus to Chaos Thrust.
They left the positional bonus on Heavy Thrust, and the buff doesn't have a positional requirement anymore.
SE are okay with positionals once they're bonuses.
Trick Attack seems to be a noticeable exception but it's basically a raid cooldown, so that's probably why it's exempt.
Just because they said they have new positionals on NIN, there's no reason to assume they're requirements.
It's going to be bonuses like the other two melee classes are designed for.
Last edited by Allyrion; 05-22-2015 at 07:22 AM.
It's already extremely frustrating when you do a trick attack and the boss spins and you don't get the additional effect. If I wanted to play DDR then I would play MNK or DRG. As it stands probably going to drop NIN.![]()


This is the way I feel as well. Why can't we have one MDPS class that doesn't care about positionals, and why can't we have one RDPS class that doesn't worry about movement interrupting their abilities? These things made the classes unique and interesting, and happens to be one of the primary reasons I enjoy the ninja.
Instead, they took the most unique aspect of 2 different classes, namely their ability to ignore some requirements other classes have, but having requirements in other areas (like the bard's off-GCD abilities or the Ninja's ninjutsus) that "raise the difficulty" to make them more like their peers. It's just a lazy and bad solution that ultimately makes the game and its class design less varied, not more.

People want to shrug it off, but emnity control needs some looking into and has for a while. Makes sense that NIN would have a part to play in this from the DD side keeping its ROG roots in mind(SE has in its MMO development over the yrs come to associate the rogue or thief type to emnity management after all).
----vActually, reading the text again...
"we added an ability which adjust another party members enmity. Ninja’s specialty is to be able to deal large damage from the start of the battle, so this skill is in place to support the tank in a situation where the enmity becomes unstable."
It doesn't say anything about reducing enmity.. And it does mention specifically helping tanks.. Maybe it will be an ability that increases enmity for tanks.. Seems odd.. But just taken literally that's what it sounds like to me. NIN large amount of damage upfront is unrelated to another's (non-tank) enmity, ie you wouldn't reduce "another party members" enmity because NIN enmity is so high.. I bet it's just a buff for tanks, though would be nice if they clarified. Really it could be a useful ability, if the tanks get new combos, like PLD getting new dots, and this move increases their enmity gain, it may give them a chance to get their dots up and thereby help raid dps a bit.
And this is an excellent point I thought about but forgot in my semi-rant >.<
Exactly my thought. Now as long as SE makes the positional req be solely on the NIN and need minimal assistance from the rest of the party, i think its gonna be sweet.Sounds like SATA weaponskills from FFXI almost to plant enmity on the tank.
Beyond that, I think one positional might be this at 2m58s:
https://www.youtube.com/watch?v=kbvv0rgrT4k#t=2m58s
That looks like a backstab to me.



Oh, there was Impulse Drive.
Disembowel never had a positional.
Chaos Thrust didn't either, but they added a bonus to it.
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