Last edited by mosaicex; 07-18-2018 at 06:56 PM.




So have a melee job that doesn't have positionals, but is restricted in its mobility in other ways. The argument being made is that positionals are needed to make melee jobs fun and balanced, when there are so many design ideas that could replace it to create a truly unique melee job that is just as rewarding.
Last edited by Lambdafish; 07-18-2018 at 07:22 PM.
Multiple people already mentioned this (especially those who argued in favor of positionals, so it's not their job to come up with alternatives).
So why don't you be the hero and come up with some actual idea instead of just empty suggestion? Just for kicks, not like SE will listen to suggestions like these, especially from western playerbase.
Cast time maybe? Because people really love it right? Not to mention those preemptive bitching during SAM reveal that it might be melee with cast time (and it is, as watered down as it was)
Last edited by mosaicex; 07-18-2018 at 08:44 PM.




Asking me to design an entire job just to prove a point is a big ask, that is really unnecessary. We already have a melee job in the game that uses very little positioning in ninja, and tbh, I think that trick attacks positional will be removed soon (the ease of play route that they are going) making it truly a job without positionals. The reason that ninja can get away with this is because it has so much to do. Mudras, dot management, Huton, and ninki, all within a GCD that is faster than usual.
All you need to do to make a melee job that doesn't need positionals is give it plenty to do within its job identity. If you want an actual example, imagine dancer as a melee DPS (something I don't actually want), it would have plenty to do because it would have intense dance management in among its basic moveset, giving the player enough to do without needing positionals.


Reset Mechanics.Multiple people already mentioned this (especially those who argued in favor of positionals, so it's not their job to come up with alternatives).
So why don't you be the hero and come up with some actual idea instead of just empty suggestion? Just for kicks, not like SE will listen to suggestions like these, especially from western playerbase.
Cast time maybe? Because people really love it right? Not to mention those preemptive bitching during SAM reveal that it might be melee with cast time (and it is, as watered down as it was)
Imagine Monk for a second, but Forbidden Chakra uses reset, say, Howling Fist. New considerations and priorities arise out of this.
Ramp Up
Enpi gains a Sweet Spot debuff that lasts for 12 seconds. In the last 2 seconds, Enpi damage against this target adds the damage the previous Enpi has added while increasing the TP cost.
Distance Damage Modifiers
Dragoons deal more damage the further they are away from the target.
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