Surely you aren't trying to take a dig at me for playing THIS game for 10 years, as if I somehow haven't personally played through countless other games to prove my point...
Anyone who has played a fighting game or action game would surely agree that positionals are the lowest of low in terms of any kind of "skill" requirement. And again to be clear I am not talking about the situations where mechanically it matters, because we are given skills to remove that factor at the cost of having to press an extra oGCD, wow. Which is why I do not understand the people who think it's some complex gameplay that adds to the job identity, it's nothing and is removed where it even has the slightest difficulty.
Again, the game could just NOT be boring because of the mechanics of the fights... Or they could add more layers to the job itself that isn't positionals, as in something more unique. Just like the job has evolved beyond positional requirements over the last 10 years to make it more interesting. In ARR yes positionals added something because there was NOTHING. That isn't the case now and hopefully isn't in the future. They already said it was getting a rework and just the fact that every expansion adds something new means it should happen again.
I didn't say anything about homogenizing. Positionals are NOT unique to Dragoon to begin with. DRG has it's own job mechanics and could get other stuff in return.
For example:
- They gave us Blood of the Dragon, which changed our combos/buffs, and had Geirskogul.
- They added Mirage Dive, Dragon Sight, and Nastrond which brought some buff and an extra layer of gameplay with getting eyes for Nastrond as part of the "Life Cycle"
- Shadowbringers were more or less core changes besides the new stuff.
- Then we got Wyrmwind Thrust which was another layer of building mechanics.
So they could just as easily add something unique again, which they likely would...
When has this ever happened though? They always add something new because they would be stupid not to. Positonals are OLD and not unique to the job.
Are you someone who thinks all the changes to Blood of the Dragon makes the job inherently worse/less fun to play? Before you had to maintain the timer which ended up becoming pretty strict. Then they increased the timer (QoL) which made it a lot easier to maintain. Then they outright removed the timer (QoL) and now you don't have to worry about it, it's just built into the job. I imagine a lot of people saw these as welcome changes since they were just quality of life upgrades.
How bout when they changed Wheeling Thrust and Fang and Claw to not be random? Were you upset about that? Did that really remove the "skill" required to play the job?
I think a lot of people would agree that Dragoon as it is now was already in a good place in terms of playability and it didn't make sense when they were talking about a "rework", more so one that now involves an entire expansion of changes. Which means all the changes that HAVE happened put it where it is now...
The other thing I'll touch on is the Samurai Kaiten change which I think was/is overblown (of course). There is another perfect example of the same situation, which was Dark Knight using Dark Arts. That was beyond annoying, and if you somehow think fixing it removed some complexity or playability of the job you must like spamming the same skill for some reason. Kaiten was/is the exact same thing. Makes no sense to me.
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Monk is another one, there was a 40 page post about MNK positionals in 6.0. If your "job identity" is based around positionals in people's head then it's not well designed or unique at all since other jobs had/have them. Add to the fact that even beyond what DRG got with Dragon Sight, they had Riddle of Earth with 3 charges to remove positionals anyway before all the other changes. Which again, are the devs themselves removing the positional requirement WITHIN the job that people seem to somehow tag as its identity, and that was more than DRG.



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