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  1. #1
    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)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,874
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Seddrinth View Post
    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.
    I'd offer a slight adjustment to this:

    Make positionals easier to pull off when solo. They're already technically doable. I do them consistently. It just looks really stupid because you have to stand some near-infinitesimally small distance from the enemy's center of hitbox, move and instantly strike, repeat. (May be more difficult at higher latencies; my latency is low, as if to compensate for inane packet loss.)

    All that needs happen to both smooth positional use in content now that our more flexible skills by which to avoid positioning (Mutilate, Fracture, Touch of Death, etc.) have been removed is to check twice for positionals -- once at queue initiation and once early in the animation -- and take the "best of".
    Add to this a more natural turning speed to mobs so they're not spinning like tops, and solo positioning can be fun rather than feeling like an exploit just to get off properly.

    Or heck, bring Defense into the equation instead, such that the benefit varies with mob level and perhaps even type. As a side-effect, rampant damage scaling is curtailed a bit, level sync procedures facilitated, cleaves given a natural mechanic for gradual damage reduction (cumulative mitigation across Defense), and so forth.
    (0)