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  1. #1
    Player
    TheMax1087's Avatar
    Join Date
    Jan 2014
    Posts
    223
    Character
    Maximillion Xameht
    World
    Leviathan
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Grimoire-M View Post
    Also the number of omnidirectional bosses makes me question why we have it at all still.
    There are only 3 trials, 3 8-man raid bosses, and 3 24-man bosses, and 5 dungeon bosses that are omni directional(not counting deep dungeon and eureka mobs because those are designed that way because of no guarantee of a tank).
    (0)

  2. #2
    Player
    Kaliesto's Avatar
    Join Date
    Dec 2017
    Posts
    1,047
    Character
    Adrian Gungnir
    World
    Brynhildr
    Main Class
    Dragoon Lv 100
    Personally I find it boring hitting a bosses backside throughout the whole fight, the Positional thing is ridiculous in this game.

    I mean it's just not epic in any shape or form, oh look I'm hitting the bosses big ol'l butt for the next 10 minutes!
    (4)

  3. #3
    Player
    Kurando's Avatar
    Join Date
    Mar 2017
    Posts
    2,240
    Character
    Ku Rando
    World
    Alpha
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Kaliesto View Post
    Personally I find it boring hitting a bosses backside throughout the whole fight, the Positional thing is ridiculous in this game.

    I mean it's just not epic in any shape or form, oh look I'm hitting the bosses big ol'l butt for the next 10 minutes!
    Well this isn't really a DPS problem to be fair. Quite a lot of bosses in the game have cleaves that prevent anyone other than the mt (or sometimes the ot) from being in front, pretty much everyone else is behind, near the sides or spread out. It's seems like most positional jobs were worked around boss actions rather than the other way around.
    (0)

  4. #4
    Player
    Aloy's Avatar
    Join Date
    Jul 2018
    Posts
    6
    Character
    Aloy Sobeck
    World
    Odin
    Main Class
    Botanist Lv 70
    Quote Originally Posted by Kaliesto View Post
    Personally I find it boring hitting a bosses backside throughout the whole fight, the Positional thing is ridiculous in this game.

    I mean it's just not epic in any shape or form, oh look I'm hitting the bosses big ol'l butt for the next 10 minutes!
    You must confuse FFXIV with wow... in FFXIV you cannot stay in boss butt for 10 minutes.. with all the mechanics and avoid you have to do... So your scenario that you stand still for 10 minutes in the boss butt is either imagination or from another game... but even in that case, you know.... no one stops you from moving to flank... if that makes you feel..... better
    (1)

  5. #5
    Player
    Duskane's Avatar
    Join Date
    May 2018
    Location
    isnt it messed up that goblet is a housing area and not a tiny goblin
    Posts
    4,163
    Character
    Dusk Himmel
    World
    Ravana
    Main Class
    Viper Lv 100
    A melee dps without positionals could work
    But it need something in its gameplay to not be boring.
    Like BLM (tries to) stand in one spot but has to manage alot of things.
    (0)

  6. #6
    Player
    Sunspawn's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    127
    Character
    Baudouin Anjou
    World
    Moogle
    Main Class
    Warrior Lv 70
    Except we already have simplified rotations with SB (gotta reduce button bloat by adding more role action buttons, hurr durr), so not having positionals would be excessively bland without some other class mechanic to compensate. Like BLM abandons rotational complexity in favor of forcing you to either learn a fight by heart or be REALLY good at cooperating with your party through Aetherial Manipulation and Manaward. In fact, as a controller player, BLM is the one job that makes me wish I had mo macros instead of using a tank, a healer and a focus-target to macro-jump to.
    (0)

  7. #7
    Player
    Liam_Harper's Avatar
    Join Date
    Feb 2018
    Posts
    3,470
    Character
    Liam Harper
    World
    Zodiark
    Main Class
    White Mage Lv 90
    I'm baffled that people believe positionals make for engaging melee dps gameplay. Quite a few other games with better combat have melee without positionals and still manage to be far more fun.

    I believe myself that complexity in MMO combat should be in the boss mechanics, your rotation (easy to learn, hard to master), situations where your rotation allows you to adapt on the spot for extra damage, lining up dps cooldowns with boss phases where you have max uptime, making full use of all utility and so on. Navigating clunkiness like positionals on a spinning boss or animation locks isn't skill, it's artificial difficulty.

    Positionals are just tedious sometimes in regular play too. For example as a ninja questing, you'll never get behind a mob for your finisher so you're always slightly gimped. Or trying to trick attack a SB A-rank while on the hunt deserves a medal if you pull it off more than half the time. These aren't necessary to play the game, but certainly don't make the combat feel smooth in day-to-day gaming.
    (10)

  8. #8
    Player
    TaiyoShikasu's Avatar
    Join Date
    Dec 2017
    Posts
    454
    Character
    Taiyo Shikasu
    World
    Behemoth
    Main Class
    Bard Lv 80
    Quote Originally Posted by Liam_Harper View Post
    I'm baffled that people believe positionals make for engaging melee dps gameplay. Quite a few other games with better combat have melee without positionals and still manage to be far more fun.

    I believe myself that complexity in MMO combat should be in the boss mechanics, your rotation (easy to learn, hard to master), situations where your rotation allows you to adapt on the spot for extra damage, lining up dps cooldowns with boss phases where you have max uptime, making full use of all utility and so on. Navigating clunkiness like positionals on a spinning boss or animation locks isn't skill, it's artificial difficulty.

    Positionals are just tedious sometimes in regular play too. For example as a ninja questing, you'll never get behind a mob for your finisher so you're always slightly gimped. Or trying to trick attack a SB A-rank while on the hunt deserves a medal if you pull it off more than half the time. These aren't necessary to play the game, but certainly don't make the combat feel smooth in day-to-day gaming.
    The concept of artificial difficulty seems lost on a lot of players. Clunky job design where you're battling yourself more than any encounter? Just like get good. Instances with horribly balanced mobs? Again, just get good. Encounters where the camera is a bigger obstacle than mechanics? Why haven't you gotten good yet?
    (1)

  9. #9
    Player
    Zojha's Avatar
    Join Date
    Aug 2015
    Posts
    3,565
    Character
    Lodestone Bait
    World
    Pandaemonium
    Main Class
    Gladiator Lv 1
    Quote Originally Posted by TaiyoShikasu View Post
    The concept of artificial difficulty seems lost on a lot of players.
    Well, the game "could" just play itself. Everything that you have to actually do as player is just artificial difficulty and tedium.

    I see the term as more of a buzzword, truth be told. Like, boss mechanics? They're just clunky encounter designs where you're jumping around the arena more than playing your class. Totally artificial difficulty.

    The actual questions are: Is it engaging? Is it interesting? Is it fun? All of them are subjective.

    The way I see it, positionals are a decent enough class mechanic in trinity combat design where bosses focus their attacks on the tank and therefore only move as much as the tank himself. It's not much, it's not particularly interesting, but it's "something" to breathe some engagement into trinity design. A lot of class designs exist just for the purpose of making the trinity not boring by making you "fight against your own class".

    The further you stray away from the trinity, via attacks that flat out ignore the tank and bosses that fly and jump around the arena and bombard it with all kinds of AoEs and mechanics, the more these things become superfluous and frustrating. You got other things to focus on and you'll miss a lot of positionals through no fault of your own, or lose your Enochian, stacks, or whatever due to jumps, invuln phases or plain movement.

    That said, they might actually add a melee without positionals at some point. I wouldn't even preclude that they get rid of positionals altogether if their encounters become even less trinity-like, because then positionals will become more and more detrimental. But I wouldn't hold my breath.
    (4)

  10. #10
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    I'd quite happily scrap most of them.

    Positional are one of the reasons I just don't play monk it's more a ball ache than it is something fun.

    Ninja is fine because it only really has armour crush that's flank. Everything else is is just stay behind it and smack it. Sam is kinda nice that it only has 2. So you don't need to move that much other than mechanics.
    (5)

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