Results 1 to 10 of 131

Hybrid View

  1. #1
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,557
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Not counting the Bozja areas, most of the fights you listed, you can't even get to the enemies rear, so that have to be omni positional. As for the Bozja areas, the only reason they don't have positionals is in the case you have a melee tanking an enemy, don't want to lose that damage just because you were potentially forced into that role now (I've tanked DR as a Monk before with a random group, so it does happen). So really, it is more out of the content's design that the decision was made.

    The only case is Ruby Weapon, where, in the second half, obviously no positionals, however I suspect that has to do with the fact the boss doesn't move has to do with the lack of positionals.

    As for the arrows on the side of target circles, I am 99% sure the devs said it was so that poeple could more easily identify which way the boss was facing to aid in dodging cleaves etc. It also helps in avoiding mobs as you can now see which way that elemental is facing.

    As for positionals in general, there is no reason they should go and the devs have shown no intention of doing so. With that said, there is no reason you couldn't have jobs that rely on positionals more than others. Monk is the high end, the rest are all lower and, depending on how he devs want to do it, with only Monk being highly positional dependant, the other 3 being less, I can see Reaper either being, no positionals to appease the poeple that hate them, or they could make it highly positional based as an alternative to Monk for people that like that playstyle. We should find out soon though.

    However, there is still a balance that must be kept between being too reliant on positionals and them being meaningless. ARR Dragoon was too reliant on them, with Heavy Thrust not providing its buff if you miss the flank and Impulse Drive not comboiong into Disembowel if you miss the rear. Messing with your rotation in that regards is too far. However, something like Dragoon's Raiden Thrust is a good example of it done right (as someone mentioned earlier). As a random idea, they could bring back a gauge that fills as you hit positionals and above a certain threshold, they change your combo, similar to SB Machinist and heat. Have a dump skill to drain the gauge and have no penalty if you happen to max it. If you miss a positional, it could reduce the gauge to incentivice you to hit them and then Anatman could be a tool used in downtime to slowly fill the gauge, similar to Samurai's Meditate. That whole thing was pieced together as I was typing...really haven't though too much about it so criticise away.

    With many many people that do enjoy positionals, it would be a shame to see them go, however, the job that relies on them should be the one that gets rewarded the most for it.
    (0)

  2. #2
    Player
    Sqwall's Avatar
    Join Date
    Jun 2013
    Posts
    844
    Character
    Sqwall Lionheart
    World
    Diabolos
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Mikey_R View Post
    With many many people that do enjoy positionals, it would be a shame to see them go, however, the job that relies on them should be the one that gets rewarded the most for it.
    I believe this whole heartedly. Playing MNK for as long I have has been a bumpy road, and has become less of a chore. And some minor tweaks would really make the job much more enjoyable to play. I would really like it if they changed the 1,2,3,4,5,6 rotation strictly for DOT, debuff, buff upkeep. Your Twin, Demolish and chackra gains all the while doing your positionals. Tough nut to crack too as I want a high reward for doing positionals, while not demanding the way it was for DRG of old.

    And your Perfect Balance for your Burst Phase.

    1. Reduce or remove the HEAVY reliance of Leaden Fist/Bootshine crit for the bulk of MNK's damage with 4,5,6 combo. But make Bootshine always crit with increased potency with perfect balance. I don't know what needs to be done precisely, but it's a fairly shallow gameplay aspect. Leaden Fist feels tacked on because the Dev's didn't know hot to fix MNK from being weak as most if not ALL skills granted after HW were for just GL upkeep, and when it came time to raid...monks didn't bring much to the table.

    2. Perfect balance needs tweaked to have - positionals not required, and grants full potency as if meeting positional requirements. I would be happy if we kept the 1,2,3,4,5,6 combo rotation the same WITH positionals, but perfect balance just simply absorbed Riddle of Earth. (Riddle of Earth removed)

    At least that's the nagging bits that I noticed. IMO
    (0)
    Last edited by Sqwall; 09-08-2021 at 03:37 AM.

Tags for this Thread