Calling it now: Positionals have been removed in Endwalker because they're causing melee players too much stress.
Be careful what you wish for.
Calling it now: Positionals have been removed in Endwalker because they're causing melee players too much stress.
Be careful what you wish for.
as someone that always mains melee, i hope this is the case, i hate getting chewed out for not pre-stacking 15 seconds before a mechanic. I'm tired of rotations that force us to run laps around a 40 foot wide hit box, I'm tired of pug groups where the boss is only 1/4th out of the aoe circle on the ground so i have to step in to hit my positional...
life is stressful enough on the front-line and we already have to run the furthest for safety, i think it would be in the best interest of most classes to get rid of positionals
We, ranged, asked for removal of casts.
Look at us now.
As for the main topic, positionnals are not important for normal gameplay. The DPS gain is laughable and only serves as min-maxing.
It was already discussed but it's better to have a constant uptime rather than all your positionnals.
Last edited by CKNovel; 08-22-2021 at 09:38 PM.
copy paste from my last response:We, ranged, asked for removal of casts.
As for the main topic, positionnals are not important for normal gameplay. The DPS gain is laughable and only serves as min-maxing.
It was already discussed but it's better to have a constant uptime rather than all your positionnals.
"It's not about the damage, it's about the feeling of frustration because you are failing at the core gameplay of your job and you can't do anything about it due to bad design."
I'd rather have an aggressive toxic player in my party than a happy UWU ignoring mechanics and doing negative DPS.
copy paste from my last response:
"We, ranged, asked for removal of casts.
Look at us now."
I'll explain for you:
Casts felt like a bad design, it was removed and surprise a job felt completely empty after that.
Positionnals will make jobs playing like others. Imagine MNK with no positionnals?
If you can't make your positionnals because a boss turns around, it's your tank fault, sure.
If you're frustrated in dungeon because of missing a positionnal, it's not your tank fault it's yours.
Either you chill out and stop thinking about optimizing something as trivial as a dungeon or you can keep getting mad.
The thing is, as someone else mentioned in this thread, most of us don't notice them not being there when they are not required. Like some boss fights or Bozja type conent. This is more so true to the majority of the player base than the minority. They really aren't as important as some players think, if anything they are a burden on the player, and it's not fun if some tank is constantly moving the boss around. It is never ok to say "Its ok, just take the dps loss, because in savage tanks keep them in one position". That just sounds like an excuse for outdated and (tbh) bad design.copy paste from my last response:
"We, ranged, asked for removal of casts.
Look at us now."
I'll explain for you:
Casts felt like a bad design, it was removed and surprise a job felt completely empty after that.
Positionnals will make jobs playing like others. Imagine MNK with no positionnals?
If you can't make your positionnals because a boss turns around, it's your tank fault, sure.
If you're frustrated in dungeon because of missing a positionnal, it's not your tank fault it's yours.
Either you chill out and stop thinking about optimizing something as trivial as a dungeon or you can keep getting mad.
Do not be under any dellusion that hitting positionals make you skillful, they do not. Many players that don't like them, can hit all their positionals just fine. It is the annoyance of having to do it all the time, or feel frustrated when you miss them because of someone else why many want them gone, and won't miss them either.
I mean, if hitting the correct button at the correct time, not just rotationally but also by using fight knowledge, isn't skillful... then what IS skillful?The thing is, as someone else mentioned in this thread, most of us don't notice them not being there when they are not required. Like some boss fights or Bozja type conent. This is more so true to the majority of the player base than the minority. They really aren't as important as some players think, if anything they are a burden on the player, and it's not fun if some tank is constantly moving the boss around. It is never ok to say "Its ok, just take the dps loss, because in savage tanks keep them in one position". That just sounds like an excuse for outdated and (tbh) bad design.
Do not be under any dellusion that hitting positionals make you skillful, they do not. Many players that don't like them, can hit all their positionals just fine. It is the annoyance of having to do it all the time, or feel frustrated when you miss them because of someone else why many want them gone, and won't miss them either.
I think the issue people have with positionals would actually completely vanish if they were made MORE impactful. Like what this guy said, they don't matter much -- and that's the problem.
You know the fight. You know your team. You know your core gameplay. You know when you need to move to hit a positional. You're literally pressing buttons to do more DPS. There is no more pure of a form of gameplay than to know what to do, then do it, then be rewarded for doing it correctly. The problem is the reward feels too small and there's too many ways to nullify the need for it. These are more recent issues. Going back to ARR, skills would do only about 60% of their damage if you whiffed a positional; and some jobs could miss applying important buffs and debuffs as well. This made hitting the positional important. Moving to the side or rear of a mob was just as much of a DPS boost, if not potentially moreso, than pushing another button. There was no fancy graphic or sound effect though, and perhaps that's an issue that can be addressed. Make whiffing a positional have a wimpy sound effect, like a dull thud compared to the glorious smashing sound of landing one. Add some hitsparks or something if you do it right, and nothing if you do it wrong.
And as of the last expansion, really think about it -- how many bosses actually spin unpredictably on their own, and how often do they do it?
If someone wins an argument, they have learned nothing.
FOR DOCKHAND!
This is something I would literally jump for joy over. Outdated mechanic that adds arbitrary work to classes. Not needed and definitely can go. Engagement can be found in multiple other ways, especially because in general, the class design in this game is good already, if anything positionals make them all worse, especially monk.
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