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  1. #41
    Player
    BubblyBoar's Avatar
    Join Date
    Aug 2013
    Posts
    605
    Character
    Xyno Edajos
    World
    Cactuar
    Main Class
    Thaumaturge Lv 90
    The hate for positionals in this topic is crazy. Just hug the butt corner.
    (9)

  2. #42
    Player
    testname's Avatar
    Join Date
    Jun 2017
    Posts
    232
    Character
    Rin Shima
    World
    Raiden
    Main Class
    Paladin Lv 90
    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
    (3)

  3. #43
    Player
    Reinha's Avatar
    Join Date
    Mar 2015
    Location
    Finland
    Posts
    4,069
    Character
    Reinha Sorrowmoon
    World
    Odin
    Main Class
    Reaper Lv 100
    Physical ranged have been doing fine without positionals so I don't see why melee would need them.
    (2)
    Graphics
    MSQ
    Viper

  4. #44
    Player
    MrKusakabe's Avatar
    Join Date
    Mar 2014
    Location
    Gridania
    Posts
    399
    Character
    Zedek Kusakabe
    World
    Zodiark
    Main Class
    Red Mage Lv 92
    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.

    Quote Originally Posted by hynaku View Post
    I wouldn't mind since never use a class that has them. I'm pretty sure dancer and redmage doesn't have them. Those are only 2 jobs I main.
    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.
    (7)
    Last edited by MrKusakabe; 01-02-2020 at 09:56 PM.

  5. #45
    Player
    Razard's Avatar
    Join Date
    Apr 2014
    Posts
    429
    Character
    Razard Baleth
    World
    Odin
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Reinha View Post
    Physical ranged have been doing fine without positionals so I don't see why melee would need them.
    Maybe because the ranged have other things going on to which positions would be unnessasary for engagement?
    (6)

  6. #46
    Player
    Niyuka's Avatar
    Join Date
    Sep 2013
    Posts
    266
    Character
    Cierre Mhakaracca
    World
    Shiva
    Main Class
    Pugilist Lv 90
    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.
    (0)

  7. #47
    Player
    Halivel's Avatar
    Join Date
    Sep 2015
    Location
    Golmore
    Posts
    1,476
    Character
    Elja Djt-dvre
    World
    Sagittarius
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by MrKusakabe View Post
    I think it's ironical the top DPS (Monk) complaining about moving for their #1 damage
    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.
    (3)
    Last edited by Halivel; 01-02-2020 at 11:14 PM.

  8. #48
    Player
    Reinha's Avatar
    Join Date
    Mar 2015
    Location
    Finland
    Posts
    4,069
    Character
    Reinha Sorrowmoon
    World
    Odin
    Main Class
    Reaper Lv 100
    Quote Originally Posted by Razard View Post
    Maybe because the ranged have other things going on to which positions would be unnessasary for engagement?
    Melee could have other things going on in place of positionals then. "Stand in this place" is a really overused mechanic in this game.
    (2)
    Graphics
    MSQ
    Viper

  9. #49
    Player
    Macleod's Avatar
    Join Date
    Feb 2014
    Location
    Ishgard
    Posts
    441
    Character
    Elric Ashmore
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    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.
    (3)

  10. #50
    Player
    Nedkel's Avatar
    Join Date
    Dec 2017
    Posts
    2,023
    Character
    Chloe Lehideux
    World
    Zodiark
    Main Class
    Samurai Lv 74
    Quote Originally Posted by Reinha View Post
    Melee could have other things going on in place of positionals then. "Stand in this place" is a really overused mechanic in this game.
    Like what for example?

    Quote Originally Posted by Niyuka View Post
    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.
    There are already melee that does not have positionals and there are 4 of them, i would argue they are more interesting to play.
    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.
    (0)
    Last edited by Nedkel; 01-03-2020 at 02:32 AM.

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