Quote Originally Posted by cjbeagle View Post
Positionals are just tiny damage bonuses - if you're super casual and generally enjoy melee, why not just give melee a try with the mindset that you're just not going to bother with positionals?
I still like to be useful to my team and try do a rotation. It not all on positionals so much as the buttons. It more of how many buttons there are and trying to fit them nicely onto a controller. Yes i'm using R+L/L+R (which are the same buttons) and double taps. Using Sam as the exemplar just didn't go smoothly with controller while Dancer does.
To that. I'm not saying every job need fit smoothly just my preference.

Quote Originally Posted by CelestiCer View Post
I disagree.

Good game design should provide friendly entry level content and jobs and ways for players to enjoy both casual and higher difficulties, playing the exact same job. A friendly skill-floor and high skill-ceiling. Players can enjoy casual content, requiring to not master a job. At the same time, players who desire higher difficulties are provided ways to push their jobs to their limits enjoying skill expression. That's Good game design.

Telling everyone all jobs should be easier, is like telling " Chess should only be played with pawn pieces ".
No wonder you're being met with disagreeing responses.

Or flip the coin, me telling everyone " Savage difficulty is the only difficulty that should exist ".
Imagine MSQ with Savage difficulty... that's absurd.
  • Players desire easy jobs and ez content, but only easy isn't good
  • Players desire difficult jobs and difficult content, but only difficult isn't good
Why not both? Good game design can appeal to both. Win-Win.
Yes. I agree to a degree. I'm not saying raids or endgame cant be hard. Lets talk about Reprise. One the hard content in game right now. Not for me but I think it's great content and was fun to keep tads on.
I thought EW dungeon/Trials were bit hard on release and almost made me rage quit. I hate EW dungeons still but the duty trials are fun.