I read that. What I'm saying is that they're making a more basic design for all dps to consider.
You can see that with the addition of WM for BRD as well.
It's okay to not like positionals, play a class with less positionals then. NIN might not even have much.
But everyone should have to consider their movement to some extent.
Mudra lag certainly is an issue and I admit the Fuuton change is a bandaid fix for now.
That said, it's a technical issue and I don't think they're ready to make it client-side just yet.
I think people underestimate how much it would take to do that when almost everything is run server side.
The rest of that post is addressed by the fact that we simply don't deserve more changes yet because we haven't been out long enough for testing and thoughtful development forward.
Lack of positionals is not a play style in itself. It's just the context and foundation of how the rotation is framed.
You're not supposed to love your cast times as a caster, but you're supposed to consider it worth the payoff in the end.
Diversity should come in parts and DRG already barely has any positionals. NIN has one a minute and MNK has almost all positionals.
That seems to favor a lack of positionals more than it doesn't on live.
That's not more varied. It's less.
Well aware of how melee work in other games.
But guess what? FFXIV took positionals on a different level than any other MMO out there and made it a foundation for melee when the game launched.
And I personally think it puts all other games to shame because it has a cohesive design about battle movement.
So yea, I'm talking about FFXIV which I didn't think I need to state since this is the FFXIV forums, and SE clearly has a different vision.
Positionals are honestly one of the unique features of the game and it may not be the best thing ever but an aspect of movement consideration that was only for ranged in most other games.
Brilliantly, it's the opposite as well.
You have to move as Melee and you have to stay still as Ranged for maximum dps.
There should be different levels between Jobs but that's the basic guideline in this game. And it comes across as much more cohesive.



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