Nothing. The game's accessible enough..
Nothing. The game's accessible enough..
Not dumbed down, but because people have been talking about positionals; I would really like if there was a better indicator that you actually got the positional correct. Like a sound or particle flare to inform you that you did it right. There's already a sound effect for when you hit while Bloodbath is active.
A registration sound effect is a nice idea, as long as it's not too intrusive with the jobs' baseline sound-effects. A visual cue might be another alternative, like making the hud zone briefly flash when the hit lands. It's good to give players tools to improve themselves with.
That being said, the discussion about removing positionals was put out in the DPS subforum earlier by caster mains, and was unilaterally rejected by melee mains over there. People who like the role like the positionals. There are plenty of alternatives for players who don't.
A more productive discussion would be to see players' views on the ongoing simplifications to the magical ranged role that we've seen throughout this expansion. We've seen a progressive removal of casts from the 'casters', most notably with SMN's rework. With the number of tools available to magical ranged to avoid casting, it often feels like they have less of a requirement to actually stop and cast than other roles, despite all the complaints you see about it. Perhaps give magical ranged slightly fewer actual casts, and then give physical ranged a few charged shots of their own during their burst windows to level the playing field between these two subroles?
My only gripe with SMN is that it's cycling through 3 different colored legos, but at least it's more or less faithful to an actual summoner... just with little summons. I'm curious if there's going to be another semi-rework on SMN with 7.0 or will they add another summon instead.A registration sound effect is a nice idea, as long as it's not too intrusive with the jobs' baseline sound-effects. A visual cue might be another alternative, like making the hud zone briefly flash when the hit lands. It's good to give players tools to improve themselves with.
That being said, the discussion about removing positionals was put out in the DPS subforum earlier by caster mains, and was unilaterally rejected by melee mains over there. People who like the role like the positionals. There are plenty of alternatives for players who don't.
A more productive discussion would be to see players' views on the ongoing simplifications to the magical ranged role that we've seen throughout this expansion. We've seen a progressive removal of casts from the 'casters', most notably with SMN's rework. With the number of tools available to magical ranged to avoid casting, it often feels like they have less of a requirement to actually stop and cast than other roles, despite all the complaints you see about it. Perhaps give magical ranged slightly fewer actual casts, and then give physical ranged a few charged shots of their own during their burst windows to level the playing field between these two subroles?
Positionals are fine, but SE themselves starting removing them with that MNK rework last time. I can see how it could be overwhelming to remember each skill's positional but at the same time, somehow that madness made it fun. I guess I just like busy jobs to satisfy my ADHD.
Now that I think about it, I think I completed those quests already. I'll check my retainers for the items.
Judging from the price on each one, buying a small house sounds like a better investment in the long run. I just don't want to deal with auto demolition. ;-;
Thank you for the help!
Positionals can and should be handled better, such as by making a prior snapshotting relative position check or two and taking any success among them, and by having options for visual or audio effects on success/failure.
That's not remotely a reason, however, to remove them. It's a reason to improve them.
Instant movement actions have suffered from very similar flaws in discrepancy between server position and client display. That wasn't a reason to remove them, either.
Player
I like the idea of positionals indicating when you hit them. I don't think I'd want to see them gone because they add a unique element to classes that have them. Especially monk, since it plays to the idea that you're finding and taking advantage of weak points.
I like the idea of streamlining chocobo dyeing. It's very obtuse now.
Definitely agree with streamlining ARR books. If they could all be activated at once I think that would be all that step would need.
I wouldn't mind a gardening log that could help you keep track in-game of successful crossbreeds you've already unlocked.
I don't know exactly what all they could do, but less RNG in fishing and more player agency would be nice. Maybe more abilities that use Angler's Art stacks like one that improves catch rate. Just a little more rewarding planning and prep and good usage of skills instead of having that all negated by RNG.
I'd offer a further constraint. We should only even consider removing positionals if rotations would thereafter become more complex in ways that similarly cost no buttons for that additional complexity and see similar context-dependence in that complexity.
And even then... why wouldn't we just take both? Both positionals and at this theoretical thing that'd allegedly provide enough to make up for positionals' loss?
Literally button-bloat to make up for the hotbar space otherwise lost from the removal of certain class/job and Additional Skills actions going into Stormblood.
Much like Diversion (as compared to just buffing tank Enmity), the 5% damage buff Cleric Stance, and every other among the previously 10 Role Actions per role that didn't survive til now. Sadly, if you give amousemelee a cookie to guarantee nearly all their positionals despite them dealing more than competitive damage even if they were to miss every positional...
Granted, increasing the number of (sudden) self-movement/turning among bosses probably didn't help.
To be fair, that was only true from 1.18 to 2.45. (And even then, they were only on openers or finishers, so they could never "break" a combo, only delay its progress.)They've already dumbed down everything. *Positionals serve no purpose* . Because they've been dumbed down, when this game was still a game and not a chatroom, when [U]you missed your positionals[U] they would flat out break combos or you wouldn't get the effect (ex; heavy trust dmg up).
That was removed before ARR even finished.
Last edited by Shurrikhan; 09-25-2023 at 08:07 AM.
There's a mod fo-Not dumbed down, but because people have been talking about positionals; I would really like if there was a better indicator that you actually got the positional correct. Like a sound or particle flare to inform you that you did it right. There's already a sound effect for when you hit while Bloodbath is active.
gets shocked and carried out of the room as if nothing happened
When you deal with human beings, never count on logic or consistency.
Fluid like water. Smooth like silk. Pepperoni like pizza.
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