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  1. #1
    Player
    Osteichthyes's Avatar
    Join Date
    Jan 2015
    Location
    Gridania
    Posts
    143
    Character
    Ashley Osteichthyes
    World
    Ravana
    Main Class
    Pugilist Lv 90

    Opinions on Positionals

    Curious to see what thoughts of positionals are going into the next expansion. This last raid tier was extremely bad for positionals, often forcing hitting the targets from the front, yet, mechanically the fights are a lot more fun than any of the previous tiers (imo).

    So the question I am asking. Do you enjoy positionals and why?
    (1)
    When you have lag, every action is an adventure.

  2. #2
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    I think positionals are fun, they give an otherwise bland rotation something extra to pay attention to.

    My qualm with them tends to stem from when they're overused or such a significant part of your damage output.

    I.e. Monk, where literally every skill is positional and is a massive portion of your potency (40 potency... But for skills like Dragon Kick and Snap Punch that's 40% or 30% more damage from that GCD)

    Also, I'm not even a NIN main but I've been triggered so hard by having my Trick Attack fail because the exact second I use the skill the boss instantly turns to throw out a skill and fudges the positional and makes the vulnerability miss >.>
    (5)

  3. #3
    Player
    SpeckledBurd's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    708
    Character
    K'ahli K'uhla'tor
    World
    Balmung
    Main Class
    Monk Lv 100
    I think they're fine. It gives groups another thing to think about when developing and revising strategies for dealing certain mechanics and fights.
    Quote Originally Posted by Kalise View Post
    I think positionals are fun, they give an otherwise bland rotation something extra to pay attention to.

    My qualm with them tends to stem from when they're overused or such a significant part of your damage output.

    I.e. Monk, where literally every skill is positional and is a massive portion of your potency (40 potency... But for skills like Dragon Kick and Snap Punch that's 40% or 30% more damage from that GCD)

    Also, I'm not even a NIN main but I've been triggered so hard by having my Trick Attack fail because the exact second I use the skill the boss instantly turns to throw out a skill and fudges the positional and makes the vulnerability miss >.>
    They actually improved that in a big way in 4.5 by cutting the damage loss on missed positionals from 40 to 20. It's still probably hurt the hardest of the melee by extended phases where you can't hit positionals/duties where you can only target enemies faces, but it's not quite as bad as it used to be.
    (1)

  4. #4
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Positionals can be fun, but they shouldn't be required for 'casual' play. The way DRG and MNK do it is ideal if you ask me, although maybe a little too much back and forth for MNK, just flat out potency bonuses.
    NIN comes in next, it's not too difficult to line up at the rear for a Trick Attack every now and then. SAM however irritates me, missing out on Kenki is really annoying.

    I'd also like clarification, and perhaps adjustment to what actually constitutes rear and flank.
    As I understand it, the 90 degree segment taken out of the back is the rear, the flanks are the tiny 45 degree slivers between that and the 180 line that makes up the front.
    I’d like it if the flanks were extended an additional 45 degrees to the front so that you have a 90 degree segment just like the rear, and then have this displayed on the ground marker, perhaps the line for this segment is thinner than the front.
    (2)
    Last edited by Seraphor; 04-16-2019 at 08:15 PM.

  5. #5
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    I'd also like clarification, and perhaps adjustment to what actually constitutes rear and flank.
    As I understand it, the 90 degree segment taken out of the back is the rear, the flanks are the tiny 45 degree slivers between that and the 180 line that makes up the front.
    I’d like it if the flanks were extended an additional 45 degrees to the front so that you have a 90 degree segment just like the rear, and then have this displayed on the ground marker, perhaps the line for this segment is thinner than the front.
    (10)

  6. #6
    Player
    Gula's Avatar
    Join Date
    Mar 2019
    Posts
    2,165
    Character
    Krystal Abyss
    World
    Mateus
    Main Class
    Pugilist Lv 60
    Since I generally prefer Melee, it gives me something to think about- but not to much. Which is nice. When I tank, it's often irritating to not have the boss face me and I don't know my first run if it's supposed to ignore me at that moment. I'd like for them to keep them, but slow down on the boss just ignoring you for an arbitrary hit or target to someone else.
    (1)

  7. #7
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Would like some expansion for the Ranged classes, though instead of direction, have it be distance.
    (3)

  8. #8
    Player
    ChaoticCrimson's Avatar
    Join Date
    Aug 2017
    Location
    Subspace
    Posts
    963
    Character
    Crimson Law
    World
    Adamantoise
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Kabooa View Post
    Would like some expansion for the Ranged classes, though instead of direction, have it be distance.
    Casters already have things to consider of their own, particularly learning how to move and handle mechanics while accommodating cast times.
    (6)

  9. #9
    Player

    Join Date
    Nov 2018
    Posts
    1,706
    Quote Originally Posted by ChaoticCrimson View Post
    Casters already have things to consider of their own, particularly learning how to move and handle mechanics while accommodating cast times.
    I wouldn't mind if they try something else and just remove player casting time altogether.
    (0)

  10. #10
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by ChaoticCrimson View Post
    Casters already have things to consider of their own, particularly learning how to move and handle mechanics while accommodating cast times.
    I capitalized it for a reason. Ranged DPS, not Caster DPS.
    (5)

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