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  1. #81
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
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    2,301
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Remove positionals in open world content.
    (9)

  2. #82
    Player
    Nora_of_Mira's Avatar
    Join Date
    Feb 2016
    Posts
    910
    Character
    Nora Origo
    World
    Excalibur
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by CaptainLagbeard View Post
    Remove positionals in open world content.
    this is honestly a fine compromise because it doesn't change any skill potencies/effects and I really dont think anyone complaining about their personal DPS cares about open world content stealing their positionals.
    (1)

  3. #83
    Player
    wereotter's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    2,105
    Character
    Antony Gabbiani
    World
    Faerie
    Main Class
    Viper Lv 100
    Quote Originally Posted by CaptainLagbeard View Post
    Remove positionals in open world content.
    Yes. This please. I've been asking for this since Heavensward. They upped the difficulty of monsters in the field by player request, then made it impossible for jobs like monk to actually do the damage needed to effectively take on these monsters when you're fighting them at level.
    (6)

  4. #84
    Player
    DracotheDragon's Avatar
    Join Date
    Aug 2013
    Location
    Somewhere
    Posts
    1,645
    Character
    Asuka Kiyomi
    World
    Balmung
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by wereotter View Post
    Yes. This please. I've been asking for this since Heavensward. They upped the difficulty of monsters in the field by player request, then made it impossible for jobs like monk to actually do the damage needed to effectively take on these monsters when you're fighting them at level.
    i thought this is what abilities like true north was meant to combat?

    but that said, i find my self in agreeance for Open world PVE trash mobs, but FATES and Hunts should still have them imho since those are more group activities
    (1)

    Sometimes you just got to have Some fun

  5. #85
    Player
    wereotter's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    2,105
    Character
    Antony Gabbiani
    World
    Faerie
    Main Class
    Viper Lv 100
    Quote Originally Posted by DracotheDragon View Post
    i thought this is what abilities like true north was meant to combat?

    but that said, i find my self in agreeance for Open world PVE trash mobs, but FATES and Hunts should still have them imho since those are more group activities
    True North, even with its reduced cool down, doesn't really work when you're trying to get from point A to point B in a story quest and there's 10 mobs inbetween since you only get the buff for 15 seconds and then it's on a 90 second cool down. This was a 150 second cool down when I was trying to progress through Stormblood, so the skill was basically only used for that emergency situation of "use this now, or this enemy will kill you before you can kill it"

    This might be better if left unchanged come Shadowbringers since monk in particular got it's potencies when missing a positional boosted, it's no longer a 40 potency punishment for missing. We will have to see....
    (7)

  6. #86
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    Hitting positionals should do something more for each job. Adds a few seconds to Blood of the Dragon/Life of the Dragon, Increases Ninki slightly more, etc
    (1)

  7. #87
    Player
    SleepyNeko's Avatar
    Join Date
    Aug 2017
    Posts
    150
    Character
    Chocola Puddin
    World
    Typhon
    Main Class
    Dark Knight Lv 80
    I agree with the OP in that Seiryu is really annoying for melee positionals, not that positionals are hard, but that the fight itself is designed to be very anti-melee with the in-out mechanics, Forbidden Arts, big chungus slams and Serpent Ascending + Crossword aoe. Making it impossible to hit all positionals even with a very coordinated team.

    But there ain't many fights that are as bias as Seiryu but I guess this is what they came up with to counter the caster unfriendliness from Suzaku.

    Also there are some classes that gets the best of all worlds like Bard (maybe MCH? I don't play it), RDM and SMN. They get all the benefits of being ranged while having minor inconveniences of having to move (due to Dual cast and instant cast spells/dots).
    (0)

  8. #88
    Player
    Gralna's Avatar
    Join Date
    Dec 2013
    Location
    Ul'dah
    Posts
    1,214
    Character
    Gralya Arodica
    World
    Goblin
    Main Class
    Scholar Lv 100
    Why do we even have to do content? We'll just beat it anyway, just give us an "I win" button and everyone can feel special.
    (2)

  9. #89
    Player
    boopadoop's Avatar
    Join Date
    May 2015
    Posts
    182
    Character
    Daisy Day
    World
    Marilith
    Main Class
    Archer Lv 71
    tbh i'm for he removal of positionals, as often as we have to move around and bosses spontaneously turn, etc, they're kinda frustrating. a complete combat overhaul would be cool imo, too, though...
    (7)

  10. #90
    Player
    Gumpy's Avatar
    Join Date
    Sep 2014
    Posts
    10
    Character
    Pumpy Gumpy
    World
    Phoenix
    Main Class
    Archer Lv 70
    Positionals should be in the game, anyone thinks otherwise is objectively wrong.

    Quote Originally Posted by zeth07 View Post
    This isn't anything new, but the new EX fight (last half) really drives the point home about how hard it can be to properly hit your positionals on a melee class. So much so that the only adjustments made to MNK were in regards to more damage for NOT hitting your positionals and a shorter cooldown on True North, because the difference in doing so was much larger. They clearly acknowledged that it was a problem, in fact the addition of True North itself originally should be the obvious example.
    They've acknowledged that the gap between a bad mnk and a good mnk is massive and wanted to reduce the disparity. Positionals reward better play they might be easy to do, but going for more of them and hitting as many as possible is the challenge. Seiryu EX doesn't really prevent you hitting positionals, it prevents you from hitting as many like you can in other fights like o9s or o10s. True north is there for the moments when you can't hit them, an expression of skill finding the best places to use it.

    Quote Originally Posted by zeth07 View Post
    From a learning perspective players have to learn their rotations + fight mechanics and then there's the added degree of difficulty with positionals for the fights with the only benefit being you do more dps. With DPS checks being a thing, with the above changes to MNK, and with the design of these recent boss fights it feels like they are basically accepting the fact that you aren't going to hit positionals every time.
    Learning your own rotation and fight mechanics is pretty fucking easy. Oh no god forbid that you use positional to become better and do more DPS on a DPS job. It's called optimizing, you know the thing that literally every role should be doing anyways. And how are DPS checks a bad thing?...

    Quote Originally Posted by zeth07 View Post
    To me this is either bad game design or bad boss/es design. You have a skill set that promotes a higher learning curve that separates good players / bad players, then purposefully design fights that take that a step further and say good luck trying to land them OR here is a fight where you can ignore them entirely. That's really what makes me question why they exist.
    Please don't use "bad design" without knowing what the design is trying to do. The design choice to make positionals harder to do in some fights is to make it more challenging for a player to do well in a fight. It adds an element of getting better at the game, something that should be encouraged in EX and above content. Let me put it another way, if a caster didn't have cast times and could move around just as freely as bard or machinist. Would it still be a caster?

    Quote Originally Posted by zeth07 View Post
    I would also say the positionals of the boss are still important to learn, so I don't think it should just be a plain targeting circle even if it no longer applies to player's skills. Not getting hit by a cleave cause you are standing in front of it for example. In fact I wouldn't even mind a slight resign to make the flank more distinct if it stays.
    Now you're contradicting yourself. You shouldn't be standing in-front of the boss anyways so that's a moot point. I do agree that the difference between flank and rear should be more distinct however.

    Quote Originally Posted by zeth07 View Post
    There is also the issue when soloing which isn't hugely important given how easy it is, but you are basically stuck with True North or hoping they just so happen to cast long spells while you just so happen to be on your positional gcd. Prior to the TN cooldown change, you didn't exactly get to do it that often and even now 90 seconds isn't exactly a short amount of time. Thankfully everything dies before you can even go through half your rotation anyway so while the point is valid it is kind of moot at the same time.
    This I agree with, questing on monk is harder than it should be compared to other jobs.

    Quote Originally Posted by zeth07 View Post
    Additionally I should bring up Eureka and Deep Dungeon. For whatever design reason they thought it was ok for none of these mobs to require positionals. Why is that? The mobs and bosses are effectively the same mechanically if not easier than usual, so why was it worth it to remove them in this case and not throughout the game? Someone put actual thought into it for a reason.
    This tells me you've missed the point of those two pieces of content. They're "soloable" so making things that face you 24/7 have positionals would ruin it for a monk player for example.

    Quote Originally Posted by zeth07 View Post
    Given the above, I don't think removing positionals would make the those jobs "boring" because:

    1) Hard fights are mechanic heavy and either make it nearly impossible to maintain full uptime + positionals anyway OR remove the need for them entirely given the nature of the boss.
    2) You don't even effectively use them half the time when soloing.
    3) They are removed from content where it doesn't even matter anyway.
    1) Again, learn where you are able to use them and get as many possible is a skill that should be learned.
    2) True
    3) lol
    (7)
    Last edited by Gumpy; 01-25-2019 at 02:18 AM.

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