Page 3 of 4 FirstFirst 1 2 3 4 LastLast
Results 21 to 30 of 31
  1. #21
    Player
    LunarEmerald's Avatar
    Join Date
    Aug 2013
    Posts
    1,851
    Character
    Lunar Emerald
    World
    Leviathan
    Main Class
    Reaper Lv 90
    Quote Originally Posted by RyuujinZERO View Post
    For some reason they removed the DoTs from most of the classes because it was 'busywork' you had to maintain even though it had a role in AoE DPS that required judgement, yet kept all of the 'pure busywork' damage boost skills like Heavy Thrust and Hot Shot that have no function other than being a button you must press every X seconds, or lose a chunk of your DPS.

    The mind boggles...
    They'll probably be the next to go next expansion.

    Honestly I hope many of the PVP combos become a reality in PVE.
    (2)

  2. #22
    Player
    Berethos's Avatar
    Join Date
    Sep 2013
    Posts
    1,195
    Character
    Celie Lothaire
    World
    Maduin
    Main Class
    Paladin Lv 90
    Quote Originally Posted by LunarEmerald View Post
    Honestly I hope many of the PVP combos become a reality in PVE.
    Could work for the melee chain combos at the very least - not so much for Bard outside of putting our two dots together in a single button, and I'd think some of the casters might find it more cumbersome than useful for more than a few specific abilities.
    (0)

  3. #23
    Player
    IhzaMhaskova's Avatar
    Join Date
    May 2017
    Location
    Gridania
    Posts
    107
    Character
    Ihza Mhaskova
    World
    Exodus
    Main Class
    Fisher Lv 100
    Quote Originally Posted by Berethos View Post
    Could work for the melee chain combos at the very least - not so much for Bard outside of putting our two dots together in a single button, and I'd think some of the casters might find it more cumbersome than useful for more than a few specific abilities.
    It'd be awful on caster but some melee would be nice.

    I'd be able to cut down on my DRK hotbar by a ton in my two combos could be reduced to two buttons
    (0)

  4. #24
    Player
    kattzkitti's Avatar
    Join Date
    Mar 2017
    Location
    Gridania
    Posts
    298
    Character
    Mako Hext
    World
    Siren
    Main Class
    White Mage Lv 70
    Quote Originally Posted by Berethos View Post
    Other than removing a personal annoyance for yourself, what would be the positive gain for the game itself found in removing positionals?
    The only thing positionals do is cause frustration when your damage output spikes downward because your target spins around, or when mechanics prevent you from doing them at all. There are no positives to the system, never has been and never will be.
    (2)

  5. #25
    Player
    Andevom's Avatar
    Join Date
    Aug 2013
    Posts
    718
    Character
    Andevom Vonskivaux
    World
    Diabolos
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by LineageRazor View Post
    It's a way to add complexity to the job. A cheap way to add complexity, possibly, but complexity was its intention. It's another way to differentiate the good DRGs (who keep their dots and buffs up full time) from the mediocre ones (who let the buffs slip from time to time).
    DRG has enough to focus on, and as the job currently stands, HT is a necessary evil we'd rather have condensed. SE seems to think that upping the duration a few seconds each major overhaul is addressing the problem. But now with Dragon Sight, charging LotD, and longer combo chains, it sullies things when we have to further interrupt our flow to get that HT buff in before we can pick up where we left off.
    (0)

  6. #26
    Player
    Sandpark's Avatar
    Join Date
    Sep 2013
    Posts
    744
    Character
    Kronus Magnus
    World
    Midgardsormr
    Main Class
    Summoner Lv 70
    Quote Originally Posted by Berethos View Post
    Other than removing a personal annoyance for yourself, what would be the positive gain for the game itself found in removing positionals?
    Quote Originally Posted by kattzkitti View Post
    The only thing positionals do is cause frustration when your damage output spikes downward because your target spins around, or when mechanics prevent you from doing them at all. There are no positives to the system, never has been and never will be.
    Just like a real boxing match eh? The opponent bobs and weaves and you look for those openings to maximize damage or get diminished.

    How fun would it be to watch a boxing match where no one dodges or blocks and just trades blows?

    Seven Hells the whole game is based around dodging/weaving/getting correct positions/correct timings..

    If none of that mattered I would fall asleep playing in global cooldown system.

    If they are going to change/get rid of positionals, at least add a toggle to swap between different effects for skills. A choice of 2 or 3 situationals.

    ESO calls their's morphs, but they still retain some intangibles with a stamina play on Dark Souls.
    (0)
    Last edited by Sandpark; 07-26-2017 at 06:59 AM.

  7. #27
    Player
    Khalithar's Avatar
    Join Date
    May 2015
    Posts
    2,555
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Berethos View Post
    what would be the positive gain for the game itself found in removing positionals?
    In movement heavy fights when moving in to position is too dangerous or not an option, melee dps are punished with lost potency through no fault of their own.

    Double circle stack phases or knock back phases in D2 savage or maniacal probe phases in the same fight come to mind immediately. Same during D1 savage when you have to position to dodge clamp when the ground is frozen. This removes the dps loss that only melee dps players have to deal with.

    Ihza's post above is hyperbole and shouldn't be taken seriously. Ditching positional attacks will make melee dps playing easier yes, but an arbitrary directional requirement on certain attacks isn't an indication of skill. A good melee dps that maintains high damage while executing mechanics and doing their rotations correctly will always stand out.
    (1)

  8. #28
    Player
    Khalithar's Avatar
    Join Date
    May 2015
    Posts
    2,555
    Character
    Khalith Mateo
    World
    Mateus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by kattzkitti View Post
    The only thing positionals do is cause frustration when your damage output spikes downward because your target spins around, or when mechanics prevent you from doing them at all. There are no positives to the system, never has been and never will be.
    Can't edit on mobile. Kattz here hit the nail on the head perfectly. It's needless frustration and can often penalize players through no fault of their own.
    (1)

  9. #29
    Player
    YitharV2's Avatar
    Join Date
    May 2017
    Posts
    468
    Character
    Arnar Grande
    World
    Ultros
    Main Class
    White Mage Lv 70
    Quote Originally Posted by Khalithar View Post
    Can't edit on mobile. Kattz here hit the nail on the head perfectly. It's needless frustration and can often penalize players through no fault of their own.
    I mean, it might just be complexity for complexity's sake, but I feel the positionals on MNK add a bit of engagement. With how most of the content in this game is (especially pre-SB), I could literally just do 1-2-3 4-5-6 without paying attention if no positionals.

    I do agree it can be annoying at times. That's where True North shines. Even so, I doubt SE would be removing positionals any time soon.
    (0)

  10. #30
    Player
    Rhyn's Avatar
    Join Date
    Jun 2017
    Posts
    77
    Character
    Becidenne Rhymsdottir
    World
    Phoenix
    Main Class
    Warrior Lv 80
    If they would stop making bosses that turn instantly, and constantly, positionals would be bearable, but as it is atm it really turns me off these classes. If they should be removed is one thing, but it is my number one annoyance with these classes for sure.

    Now, general statement. If you are someone who instantly has a kneejerk response whenever you see a suggestion for a reduction in complexity, NOT ALL COMPLEXITY IS GOOD. If it leads to shitty gameplay it should (obviously!) go. First of all you need the correct amount of total complexity for class balance. And that doesn't necessarily mean 'a lot'. More important than a minimum amount of complexity is a maximum amount of complexity. If something needs more complexity, then add it in a fun way. Don't cling to annoying mechanics because "mah complexity".
    (1)

Page 3 of 4 FirstFirst 1 2 3 4 LastLast