The hate for positionals in this topic is crazy. Just hug the butt corner.
The hate for positionals in this topic is crazy. Just hug the butt corner.
I would like positionals to go ( especially when we have already 20 seconds negating them already )
and instead to added something new
maybe 4 years ago those positions were interesting but now it has lost it's weight
Physical ranged have been doing fine without positionals so I don't see why melee would need them.
Graphics
MSQ
Viper
I think it's ironical the top DPS (Monk) complaining about moving for their #1 damage, Samurai coming as #4. Almost as if this is a bonus for their engagement that pays off?!? That can't be!!
Let's just hand them this damage by just standing around now because....you know, reasons. And just before we talk about Black Mage - Immobile caster and less HP pool (less forgiving) are two of the downsides.
Dancer (#9 out of 10) and Red Mage (#10 out of 10) are the last and second to last on the DPS charts. Now guess why.
It's called healthy game design and effort/reward-balance. We Red Mages for example get a bonus in damage if we risk melee despite our mage-like HP pool. If you play safe, you lack about 30% of your damage potencial.
Last edited by MrKusakabe; 01-02-2020 at 09:56 PM.
I d be fine to remove positionals if that meant we could make DPS jobs, especially melee, significantly more interesting to play. The dumbing down of playstyles is a given in any MMORPG, as the playerbase regresses and knowledge/interest is lost. But at any point in time, its possible to introduce new concepts and mechanics, which will energize an aging playerbase and possibly change around which class people play, leading to more playtime.
One such example would be to enforce better use of damage buffs, by increasing temporary damage buffs and decreasing normal skill damage, so that missing or misusing your burst window becomes more punishing.
Another thing would be to have more avoidable mechanics target DPS classes with damage debuffs, not killing them, similar to E2S.
I would also enjoy combos that require more cooperation between players of different classes or even archetypes (like an AST syncing your burst window to his buffs), and put more CC and debuff work on DPS.
One other way to remove positionals but make the game more interesting would be to introduce weapon and item procs, activatable items with temporary buffs over passive stats (think WoW trinkets), along with "downer" debuffs after using certain abilities so you need to time them to downtime or transition phases in combat, giving combat less of an "infinite loop" feel, but more like an ebb and flow.
Doing some or all of these, you could easily replace positionals with interesting, challenging and energizing gameplay further allowing players to find their personal level of skill and differentiate themselves from those with less, or more, ability.
According to you know what site, Monk is #5. Right under the Samurai. #1 is Summoner and #2 is Black Mage. The top in damage charts almost completely taken by these two. Monk does have very high damage potential, but casters have even higher one at the cost of their mobility.
Last edited by Halivel; 01-02-2020 at 11:14 PM.
I despise positionals, they don't make playing melee more difficult, only more tedious. There is nothing interesting or engaging about moving back and forth a couple yalms for a few attacks. Melee already has more crap to dodge because of being in melee range causing us to have to move more (and lose damage), as well as worrying about tanks that can't keep the boss pointed in the same direction, or the occasional boss with the turn and blast an attack at a random player without aggro stuff to dance around too. Time for positionals to go bye bye.
Like what for example?
There are already melee that does not have positionals and there are 4 of them, i would argue they are more interesting to play.I d be fine to remove positionals if that meant we could make DPS jobs, especially melee, significantly more interesting to play. The dumbing down of playstyles is a given in any MMORPG, as the playerbase regresses and knowledge/interest is lost. But at any point in time, its possible to introduce new concepts and mechanics, which will energize an aging playerbase and possibly change around which class people play, leading to more playtime.
One such example would be to enforce better use of damage buffs, by increasing temporary damage buffs and decreasing normal skill damage, so that missing or misusing your burst window becomes more punishing.
Another thing would be to have more avoidable mechanics target DPS classes with damage debuffs, not killing them, similar to E2S.
I would also enjoy combos that require more cooperation between players of different classes or even archetypes (like an AST syncing your burst window to his buffs), and put more CC and debuff work on DPS.
One other way to remove positionals but make the game more interesting would be to introduce weapon and item procs, activatable items with temporary buffs over passive stats (think WoW trinkets), along with "downer" debuffs after using certain abilities so you need to time them to downtime or transition phases in combat, giving combat less of an "infinite loop" feel, but more like an ebb and flow.
Doing some or all of these, you could easily replace positionals with interesting, challenging and energizing gameplay further allowing players to find their personal level of skill and differentiate themselves from those with less, or more, ability.
And proc based abilities and buffs, we already have that in game, they dont make playing melees anymore interesting. Do you really think copy-pasting the exact same mechanic from job to job will make gameplay more diverse and interesting? Absolutely not, look at DRK and War.
Deleting unique to class mechanic from the game will make it only dumber, stating an opposite is straight out a lie or delusion.
Last edited by Nedkel; 01-03-2020 at 02:32 AM.
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