I'd love that... maybe a "HIT!" icon right next to the damage.
This doesn't fix how janky the netcode is when it comes to properly landing positionals during movement, but at least I'd know how many I missed when I thought I had a hit.
I'd love that... maybe a "HIT!" icon right next to the damage.
This doesn't fix how janky the netcode is when it comes to properly landing positionals during movement, but at least I'd know how many I missed when I thought I had a hit.



It could even be something as simple as a bolded border around the ability name, if a color cornucopia isn't their jam.
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Hitting a positional does have an audio indicator, but it is very sublte.At present the only way you would know if you got a positional correct is if you are parsing or starring at then numbers. I think it would be a great addition to add a sound effect or visual effect when you get a positional correct; similar to the sound effect when Bloodbath gives you health regen. Also make it optional in case anyone doesn't want it.
Anyway, there is a plug-in to change the color of the combat text, it allows to change the color of positional hits as well.




I always love replies to people asking if they can have something in the game with "but you can already with a mod!".


In this case, there are actually hit indicators for landing positionals. You can test it on dummies. The hit indication is specifically a sound, and the sound goes from something vibrant to something a fair bit flatter between a hit and a miss. It is, also, very easy to not notice unless you pay attention.
Though, I'm personally in camp: "Remove positionals, they're not actually fun and are a massive drain on server resources to constantly calculate." Plus I believe boss design gets a lot better without them, but that's just me. I'm the kind of person who thinks Delubrum Reginae Savage is the best piece of content the devs have ever put out, and it has literally 0 positionals for the entire thing. Such a fun dungeon.




I tried on MNK repeatedly, didn't see any hit difference in sound, and I'm far from deaf. No idea where people got that from. Maybe I should try on other jobs who knows...
I also hate positionals and they're why I don't main melee, but a lot of people enjoy them so all the better for them. I wouldn't lie and say that not having clear feedback on them though, certainly doesn't help. It's just miserable to never truly know if you hit them or not.
Last edited by Valence; 09-27-2023 at 05:08 PM.
Only a few of them have different sounds when landing it correctly, I know Snap Punch is a very distinguishable one, but either way I don't even understand why it's needed other than it being a nice touch and I'm all for it, but I'm rarely ever finding myself questioning if I they landed or not, the only positionals that are ever in question are when the boss spins late in the GCD, there's like 2-3 in P11s and 1 after Looper ends in TOP that I remember from recent fights, and the solution is almost always the same, try and land the future positional as if the boss has already turned around, 99% of the time if I'm missing positionals it's due to terrible RNG and/or bad TN planning on my part.
Last edited by ZiraZ; 09-28-2023 at 12:00 AM.


Just to test it, since I have time now, I went and looked at all the abilities on a dummy.I tried on MNK repeatedly, didn't see any hit difference in sound, and I'm far from deaf. No idea where people got that from. Maybe I should try on other jobs who knows...
I also hate positionals and they're why I don't main melee, but a lot of people enjoy them so all the better for them. I wouldn't lie and say that not having clear feedback on them though, certainly doesn't help. It's just miserable to never truly know if you hit them or not.
- Samurai: Gekko and Kasha both do it, the sound effect gets 'flatter' like it's missing part of the higher pitched slashy sound thing.
- Monk: My ears might be deceiving me, but I couldn't hear it for snap punch or demolish.
- Dragoon: Chaotic Spring, Wheeling Thrust, Fang and Claw all have a sound effect. Chaotic Spring has so much happening it's easy to miss, the other 2 are subtle but there.
- Ninja: Aeolian edge and Armor Crush both have it, with Aeolian Edge being much easier to notice than Armor Crush, but both are easier than dragoon. Trick Attack also has it but it's more a sound that's quieter than absent.
- Reaper: This one's hard to tell on Gibbet and Gallows. It appears to have a sound effect, but for using a bordered gibbet/gallows, not for the positional requirement. And I'm not even sure about that.
So, seems I'm half correct. I was mostly remembering Samurai since it's painfully obvious. The devs have no real standard on this and considering Reaper doesn't really have it and is a new class, it really is just a simple lack of standards. Samurai, Ninja, and Dragoon all have it, but Monk doesn't, which I'm guessing is a holdover from its old ARR design of: "Everything has a positional, this would get annoying to hear a messup every GCD," and Reaper doesn't have it, presumptively because the dev(s) responsible for this style of sound cue left the company or were moved to other departments. It's the only thing I can think of for losing a standard that existed up to at least stormblood.
I can agree with the premise, there should be obvious indicators on positional hits. Audio (ability sound effect,) visual (animation,) and the number (different color.) A person shouldn't need a mod in order to know if they landed it, and people who are hearing impaired should be able to know they hit or missed the attack.
Last edited by Taranok; 09-28-2023 at 01:06 AM.

I'm slightly deaf and sometimes am either listening to other music whilst playing, or in a Discord call.
I'd appreciate a subtle visual effect to indicate a hit positional. It would be a helpful touch.
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