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  1. #15
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,866
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Valence View Post
    Positional greeding as a concept is literally why I main rphys, because I don't have to worry much about it, even if in terms of mobility (not uptime) the role is one of the worst in the game. I fundamentally dislike this, because it's directly tied to the DDR mentality of the game.
    I'll gladly leave this to melees and casters.
    That seems kinda... bizarre(?) to me, ngl. "Greeding" via risky or knowledge-demanding positioning is absolutely a thing in games with little to no "DDR", far more varied mechanics, far more interesting trash/adds, etc., and is at least as tied to forethought, tactical preemptive movement (rather than merely reactive), etc. Though this game refuses to ask enough from its melee to allow for such, in others, it's what makes me feel like I'm actually playing with and around a tank, instead of just occasionally hitting WASD to follow while beating striking dummies. I'd argue we need to leverage it further, not less, if you want the game to feel like it offers more than merely "DDR".

    Quote Originally Posted by Azurarok View Post
    Right, I kinda want each role to have their own challenges? Melees have positionals and limited range, Casters have cast times, Rangers should offer something else

    They really should be doing more to differentiate Melees since they take 3 whole sets of armor too. Like what even is the difference between a slayer and striker at this point?
    But why should each gameplay aspect be locked to a single role type? Casts aren't locked to casters; SAM has had them since its inception, and is more unique for it. Melee attacks aren't locked to melee; RDM has had them since its inception, and is more unique for it. Defensives aren't locked to tanks, even if they've been increasingly homogenized among non-tanks (and tanks alike), and jobs are (or were) much more able to stand out diversely for that. Heals aren't locked to heals, and despite the vast excesses we have of healing relative to damage intake (an altogether separate matter that has to do with totals far, far more than it has anything to do with proportions), and jobs have variously had more flair and uniqueness for it (though here the better-done examples more include HW/StB DRK than EW+ WAR, Life Surge over Reply of Earth, etc.).
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    Last edited by Shurrikhan; 03-12-2025 at 03:23 AM.