They'll probably be the next to go next expansion.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...
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.
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
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.
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.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).
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.
Last edited by Sandpark; 07-26-2017 at 06:59 AM.
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.
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.
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".
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