Quote Originally Posted by Raikai View Post
That's actually a very interesting point. Actions like the global KB immunity just make the mechanic itself pointless. Like in P7S, where you need multiple times through the encounter, but every single time you do it's already off cooldown. What's even the challenge? Correct timing of a key press?

We see that kind of thing in other examples too, like why melee have positionals when every situation that they can't hit the right side is covered by two charges of True North instead of actual movement adjustment? Or why BLM have the Thundercloud proc when that T3 management was already neutered by the Sharpcast changes?
Pretty much. Yep.

To me, it'd be far better to instead just actually polish the base mechanics.

Positionals:
Give a triple-check on positionals (say, before, barely before, and barely, barely after the current actuation time) and count any of those successes as a successful positional so that what looks like it would have been a successful positional almost always would be, regardless of forced boss spins. Make bosses temporarily reverse their hitboxes (Rear is forward, but narrower; flanks to its sides, a la original Demon Wall) when they leap to the edge. For jobs with otherwise identical skills varied only by positional (Wheeling/Fang), let those skills be used in either order. For jobs with near-constant positionals, make the non-positional alternatives a bit less costly, give at least one frequent skill "front" in addition, and/or add a passive leniency mechanic (e.g., 3 charges, 30s recharge - Would-be missed positionals consume a charge to instead count as a success; each successful positional reduces the recharge time by 1s). And, community-wise, just re-normalize stacking under the boss or where the rear meets flank instead of just 'anywhere within melee reach of the boss's hitbox.

Knockbacks:
Use your damn shields and mobility tools. Make velocity-cancels a tiny bit easier to pull off, if need be.

Safety Alternatives (e.g., Engagement vs. Disengagement):
Get that shit out of here and instead just make the thing they're an alternative to a more flexible in their timing from the start and a bit safer to use. For instance, have fixed-distance mobility tools "snap" up to 10% more distance or 20% less distance to pathable terrain. Perhaps even create a quarter-second or so "hang time" window on non-pathable terrain from which mobility tools may be allowed to recover the player (i.e., those areas just become timed death zones without WASD movement control but from which one may still use mobility tools, instead of outright of being non-pathable and killing absolutely instantly).

And as for Sharpcast, just increase the CD again. The charges and the fact that the duration lasts so long (so that you can always fit it in a weave well before its consumption) offers plentiful flexibility anyways.