They keep you somewhat active and helps you not falling asleep.
The only downside is that you might pop a vein in stormblood. Because they decided they would have all the bosses being spinning tops and True North being on a 150s cd x'D

They keep you somewhat active and helps you not falling asleep.
The only downside is that you might pop a vein in stormblood. Because they decided they would have all the bosses being spinning tops and True North being on a 150s cd x'D



I actually like positionals. I think they add a third dimension to melee rotations and I think it makes sense for melee to pay attention to their position and movement in a fight. It's makes combat feel like a hybrid between the usual tab targeting MMO system and action combat like TERA or single play action games.
It's one of the reasons I mained MNK for most of the game.
Last edited by Allyrion; 07-09-2017 at 10:11 PM.
Personally, I love positionals. It's part of why I mained Monk for three years. It's an added layer of complexity to encourage making the most of your mobility being granted by virtue of being a melee DPS. It's also a fun thing to strive towards optimizing for greater reward while dodging things in each fight.

Casters have to move a lot and it affect their dps
Bard/Machinist have a weak dps cause they are support dps roles
Melee have positionals and Ocd skills roll to compensate a little bit for it
I love positional. Please don't take them away from my Monk. Also OP you can often anticipate the boss turning even before they do by watching your tanks movement or the ability the boss is casting that will require it to turn ect. With experience I have found I can often play 1 step ahead and anticipate the boss turning and not lose my positionals, which leads to more satisfy gameplay.



Melee is pretty much knowing the fight before hand, or figuring out how to adjust if the tank decides spinning it is hilarious for some reason. That's just how it is in XIV, and for now I like it, but I've never had tanks randomly turn a boss. AoE you can't really help though, mobs are going to move and there's very little you can do about it.
I posted this in the true north thread and I'll repost it here. I'd rather see positional abilities join bow mage, gun mage, and abilities like fracture in the garbage where they belong.
I was really disappointed they stubbornly decided to stick with them, hopefully they realize sooner or later that positionals don't add complexity, they're just unnecessary and obtuse and put them in bin.


I hâte positional but I think its an interesting mechanic. However, I wish not all melee would require it. There should be one melee without positional.
I don't mind positionals, what I do mind is that every melee uses positionals. (even SAM does if you want to max it out through kenki generation) It really feels monotonous like this, hence why I don't usually bother with melee at all. They are more annoying than complex honestly. A tank slightly turn a boss to avoid an avoidable cleave, or the boss can only be attacked from one side, or turns around unexpectedly then you are SOL. that isn't fun, that is an annoyance.
Positionals can probably seem unnecessary at first if you are used to other roles, but it is actually what keeps the melee jobs interesting, keeping you on your toes and being alert.
Check out those same jobs in potd, where positionals are removed, and your attention will begin to dull and wane after awhile.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.
Reply With Quote



