This so much. If I wanted to play DDR then I would play MNK or DRG,
Also, I must be honest... I'm very disappointed & sad that NIN will be receiving positionals on its rotations. Please reconsider.
If I wanted to play that style, I would play MNK (or to a lesser extent, lolDRG). NIN's unique design paradigm & approach is what drew me to the Job & I've mained it since.
Adding positionals will take away from the spirit of what makes NIN special & positively exciting for many.
Find a different way to introduce a new level of challenge to the Job if you must... just... not positionals, please I beg you.
Anything else besides the adding of positionals... retain the spirit of what makes NIN special & set apart.
Yeah... I honestly switched to ninja with 2.4 because positioning is hard on my bad wrist after an hour of play. I don't have that problem with ninja at all, but monk is just brutal, and sometimes I can't even play the following day. I hope whatever skills receive positions won't be too extreme, or I'll probably just have to blm for life or something. :/
sadly even if we make a plea now, it will not change anything, they are too close of the release for take this out. but we can ask them to work on the jobs for take them out in a later patch. the positional is a bad idea, leave the jobs out of this... it was not needed!
I support this plea 100%.
I main MNK so positionals don't seem bad to me, but they can be annoying when things get chaotic. Likely they'll just be lowering the potency of certain skills a bit and giving them positional bonuses so you do more DPS than now if you hit the positionals (and a bit less if not).
The mudra lag is a tougher nut though. It's really just lag in general, but mudras have such short cooldowns that it highlights whatever lag you may be experiencing. The reason it exists is that essentially everything you're doing outside of certain menus is server side. Everything gets confirmed with the server before it actually happens. Maybe they could find a way to allow the client to confirm mudras and allow the effect to take place before the server side confirmation. I really don't know what that would entail, but of course the reason for it not being like that already is that the player can alter the client and cheat if the client is in charge. Maybe for just mudras it wouldn't create exploits, but I really don't know.
Read your whole OP, but have to say here as i just said in another thread, we have positionals in our rotations now(or should >.>) and it is going to take SE looking at data from actual players using the new actions for a bit before they even consider adjusting them. Really not seeing a small subset of players(and let's be real, how many players actually take the time to come to this forum with any real frequency in relation to the actual playerbase?) asking for fixes to things that are a month away from live release still doing anything other than...well honestly i don't see what it will accomplish.
Kind of. Niche design was not the goal of the developers (at least, not niche like you'd see in a game like FF Tactics). Generally you'd have "X class does damage through nukes, Y class does damage through DoTs, both generate the same DPS assuming equal gear and skill". In the case of melee DPS, it'd be "class X deals damage with hard hitting attacks and jumps, class Y deals damage through quick and constant attacks, both generate the same DPS assuming equal gear and skill".They seem to be making all classes very similar. White mage and Scholar are getting abilities that are similar to each other, bard is being encouraged to "sit still" for more damage, smn is going to be getting "stacks". They appear to be leaning away from the "unique niches" of individual jobs and going for a more "what FLAVOUR of ranged dps / melee dps / healing / tanking would you like?".
Yes, they do seem to be stepping away from this by spreading the same mechanics and secondary resources around (stances and stacks being given out like candy). And yes, it is somewhat frustrating. I'll give the OP my support as well.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
Maybe if they had similar mechanics, abilities, strengths and weakness....
As a NIN main I'm not really fond of the idea of having to have positionals (I'll deal but still not fond) but nothing about having positionals added screams job homogenization to me.
Adding positionals to a job in which play difficulty and distinctive style do not entail positionals being the primary difficulty is homogenization of the job.
It would be the same as if MNK's forms were made to be used similar to mudras, and were suddenly changed to be required to be used manually rather than changing automatically. Or if GL stacks did not stack automatically. Then MNK would be strolling towards the playstyle that NIN has.
NIN is a class about managing multiple timers and buffs/debuffs at the same time, MNK is a class about maximizing positionals for higher DPS. NIN's old skills being changed to require positioning for maximum DPS is making the job much more like MNK, except with the added downsides of possibly higher difficulty, and definitely lower DPS.
Last edited by Adire; 05-23-2015 at 03:11 PM.
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