Page 1 of 18 1 2 3 11 ... LastLast
Results 1 to 10 of 178
  1. #1
    Player
    zeth07's Avatar
    Join Date
    Aug 2013
    Posts
    267
    Character
    Zeth Hiryu
    World
    Adamantoise
    Main Class
    Dragoon Lv 100

    Should they remove positionals at this point?

    This isn't anything new, but the new EX fight (last half) really drives the point home about how hard it can be to properly hit your positionals on a melee class. So much so that the only adjustments made to MNK were in regards to more damage for NOT hitting your positionals and a shorter cooldown on True North, because the difference in doing so was much larger. They clearly acknowledged that it was a problem, in fact the addition of True North itself originally should be the obvious example.

    From a learning perspective players have to learn their rotations + fight mechanics and then there's the added degree of difficulty with positionals for the fights with the only benefit being you do more dps. With DPS checks being a thing, with the above changes to MNK, and with the design of these recent boss fights it feels like they are basically accepting the fact that you aren't going to hit positionals every time.

    To me this is either bad game design or bad boss/es design. You have a skill set that promotes a higher learning curve that separates good players / bad players, then purposefully design fights that take that a step further and say good luck trying to land them OR here is a fight where you can ignore them entirely. That's really what makes me question why they exist.

    I would also say the positionals of the boss are still important to learn, so I don't think it should just be a plain targeting circle even if it no longer applies to player's skills. Not getting hit by a cleave cause you are standing in front of it for example. In fact I wouldn't even mind a slight resign to make the flank more distinct if it stays.

    There is also the issue when soloing which isn't hugely important given how easy it is, but you are basically stuck with True North or hoping they just so happen to cast long spells while you just so happen to be on your positional gcd. Prior to the TN cooldown change, you didn't exactly get to do it that often and even now 90 seconds isn't exactly a short amount of time. Thankfully everything dies before you can even go through half your rotation anyway so while the point is valid it is kind of moot at the same time.

    Additionally I should bring up Eureka and Deep Dungeon. For whatever design reason they thought it was ok for none of these mobs to require positionals. Why is that? The mobs and bosses are effectively the same mechanically if not easier than usual, so why was it worth it to remove them in this case and not throughout the game? Someone put actual thought into it for a reason.

    Given the above, I don't think removing positionals would make the those jobs "boring" because:

    1) Hard fights are mechanic heavy and either make it nearly impossible to maintain full uptime + positionals anyway OR remove the need for them entirely given the nature of the boss.
    2) You don't even effectively use them half the time when soloing.
    3) They are removed from content where it doesn't even matter anyway.

    The benefit of having them is:

    1) Making a job slightly harder / more in-depth to play.
    2) Allowing a distinction between bad, good, great players (which I think they were trying to get away from anyway, thus the changes)
    (36)

  2. #2
    Player
    Transient_Shadow's Avatar
    Join Date
    Jul 2016
    Location
    Gridania
    Posts
    638
    Character
    Flutter Butter
    World
    Malboro
    Main Class
    Scholar Lv 90
    the same could be said for cast times with fights and heavy dance mechanics. I'm not an expert on melee classes but I have a feeling that positionals balance things out with how mobile and fast acting melee dps are.
    (42)

  3. #3
    Player
    Nora_of_Mira's Avatar
    Join Date
    Feb 2016
    Posts
    910
    Character
    Nora Origo
    World
    Excalibur
    Main Class
    Dragoon Lv 80
    Quote Originally Posted by zeth07 View Post
    Additionally I should bring up Eureka and Deep Dungeon. For whatever design reason they thought it was ok for none of these mobs to require positionals. Why is that? The mobs and bosses are effectively the same mechanically if not easier than usual, so why was it worth it to remove them in this case and not throughout the game? Someone put actual thought into it for a reason.
    My tinfoil-hat theory is that the possibility of having 144 people attacking the same target is too much for their servers to calculate positioning and the bonuses that apply.

    I share the pain in Seiryu Ex bc I run on both SAM and DRG and I just eat the loss of positionals. However, I would still prefer them to stay.
    (3)

  4. #4
    Player
    Cetonis's Avatar
    Join Date
    Nov 2013
    Posts
    445
    Character
    Sana Cetonis
    World
    Adamantoise
    Main Class
    Bard Lv 100
    Not without some significant changes to melee job kits.

    One of the things FFXIV has to contend with, with its highly scripted battles, is the threat of becoming a "rhythm game". That is to say, once the mechanics of a fight are learned, the game should still be more interesting than just pressing a sequence of buttons.

    Machinist suffers from this - it has no positional or movement concerns to worry about, and its rotation is a fairly exact 60s script, so once you learn the job any fight that's not mechanically unfamiliar is going to be quite boring to a lot of folk. All you do is press your buttons in order.

    Bard is made interesting by demanding that the player manage procs, DoTs, a song cycle, MP, party buff snapshotting, etc. This is all to make up for its lack of fundamental concerns. With casters, it's optimizing movement and also some proc/priority stuff in their kits that creates replayability; with healers it's cast times plus juggling survival and dps; with tanks defensive cooldowns and melee range.

    Melee have generally well-determined skill usage - little about their timings or sequencing is random or heavy on priority management - but their gameplay is spiced up by the need to not only be in melee range but also hit some positionals.

    Absent positionals playing melee would get very snoozy once familiar with a fight, as we've seen in complaints about O6S. There would need to be a big re-think on melee kit design in order to be able to shed positionals without introducing this problem.
    (16)

  5. #5
    Player
    Brightamethyst's Avatar
    Join Date
    Jul 2014
    Posts
    1,792
    Character
    Jenna Starsong
    World
    Goblin
    Main Class
    Scholar Lv 100
    I don't think positional should go away entirely, but I think they should be downplayed more. Keep it on the finishers (Chaos Thrust, Snap Punch, Aeolian Edge, etc) but remove it from the rest. There are just too many situations where you can't reliably hit everything, even with the now shorter CD on True North (and solo you'll NEVER hit most of them.)

    I also think they should disable positionals while solo.

    Additionally I should bring up Eureka and Deep Dungeon. For whatever design reason they thought it was ok for none of these mobs to require positionals. Why is that?
    Because those are designed around not requiring a tank, and therefor not having guaranteed aggro control.
    (21)

  6. #6
    Player
    ElHeggunte's Avatar
    Join Date
    Aug 2013
    Location
    The Nation of Domination
    Posts
    1,466
    Character
    Naiyah Nanaya
    World
    Diabolos
    Main Class
    Monk Lv 100
    Eureka and Deep Dungeon have position-less mobs because it’s expected that you may spend a lot of time solo. Melee, especially Monk, would take a huge hit in performance otherwise.

    Edit: Good point about the potential lack of a true tank too.
    (6)
    Last edited by ElHeggunte; 01-12-2019 at 05:54 AM.

  7. #7
    Player Seddrinth's Avatar
    Join Date
    Jan 2018
    Posts
    293
    Character
    Absdihfskv Dijsijsdsl
    World
    Adamantoise
    Main Class
    Summoner Lv 90
    Disable positionals when solo. That I support 100%. But, no, they should not disable positionals for raid. It separates good players from bad players. Bad players like myself couldn't hack it playing melee so I went ranged. Good players should be rewarded with higher deeps that they deserve.
    (22)

  8. #8
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Change True North from a cooldown to an MP/TP cost, and extend its duration a little.
    Have it about as costly as spamming AoE attacks. Then its not something thats completely ignored, but bypassing it becomes a mechanic in and of itself
    (3)

  9. #9
    Player
    Burningskull's Avatar
    Join Date
    Jun 2014
    Posts
    1,342
    Character
    Markov Dracul
    World
    Gilgamesh
    Main Class
    Dancer Lv 100
    As a melee player, I would love for positionals to be gone. I don't see SE doing that sadly.
    (12)

  10. #10
    Player
    SenorPatty's Avatar
    Join Date
    May 2016
    Location
    Cosmic Black Hole of a Hot Pocket
    Posts
    3,054
    Character
    Vice Shark
    World
    Coeurl
    Main Class
    Samurai Lv 100
    If something's got to go, then something's got to come in.

    The question is what do you replace positionals with?
    (5)
    Quote Originally Posted by Rein_eon_Osborne View Post
    Healing DRK is literally... the same since ShB. The reason why people think it's a meme to heal nowadays because DRK receives very little to no buff to their sustainability vs 3 other tanks getting something useful. If you're capable of healing DRK back in ShB (or any tanks), then you'll heal EW DRK just fine.

Page 1 of 18 1 2 3 11 ... LastLast