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  1. #11
    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)

  2. #12
    Player

    Join Date
    Nov 2018
    Posts
    1,706
    Quote Originally Posted by Seraphor View Post
    All the more reason it should ve made clear in game.
    While it could be made clearer (since you can already see the front edges when an enemy does a cone AOE), there is usually no reason to go so far to the front of the boss. Ideally, using the rear edge indicators should be enough for you to get both of your positionals.
    (2)

  3. #13
    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)

  4. #14
    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)

  5. #15
    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)

  6. #16
    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
    I capitalized it for a reason. Ranged DPS, not Caster DPS.
    Apologies, I was distracted at work and must have misread.
    (3)

  7. #17
    Player
    Grimoire-M's Avatar
    Join Date
    Dec 2015
    Posts
    987
    Character
    Grimoire Mogri
    World
    Hyperion
    Main Class
    Alchemist Lv 90
    I feel like positionals need a complete rework. Static positionals only work if used sparingly like they are on NIN and SAM.

    I'd like to see MNK use positionals to unlock chakra (specifically 1 back & 1 flank = 1 chakra), with the current bonuses put on their weaponskills baked into those skills baseline. I'd still try to preserve the back and forth gameplay, but through the use of Chakra generation primarily.

    For DRG I'm fine with their debuff combo (and even their filler combo) having a ton of positionals but I'd like it if they have the ability to pick how they have to position based on where they start their combo from.
    (0)
    Petition Thread for "Playable Loporrits": https://forum.square-enix.com/ffxiv/threads/436512-Make-them-Playable-You-Cowards
    Are You Happy with the Endwalker Healer Reveal? - Poll: https://strawpoll.vote/polls/2e6mxhnx/vote - Thread: https://forum.square-enix.com/ffxiv/threads/443437-Poll-Are-You-Happy-with-the-Healer-Kit-Reveal-for-Endwalker

    Mechanics are Aesthetics. Graphics don't make interesting gameplay.

  8. #18
    Player
    Flatopia's Avatar
    Join Date
    Sep 2014
    Posts
    96
    Character
    Vavali Vali
    World
    Balmung
    Main Class
    Dancer Lv 90
    I think they're necessary to make the melee stand out- that said I'm okay with the dependence of them varying from job to job.
    Monk just simply gets insane damage if they nail it all, but samurai gets no direct damage boost, but rather more meter from them.

    Honestly, I think they're fine as is. If you as a melee player don't like positionals, think they should not effect your damage output, and wish to be able to move freely while doing damage with no worry about it affecting your DPS, it sounds like you don't like melee and would probably have more fun with BRD or RDM lmao.
    (4)
    Curing Waltz is old and busted. The new hotness is Benediction Boogie. Make it happen, Squeenix!

  9. #19
    Player
    Arkdra's Avatar
    Join Date
    May 2017
    Posts
    615
    Character
    Arkadya Dravena
    World
    Excalibur
    Main Class
    Samurai Lv 100
    I personally hate them. Only having two positionals is a big reason I play Sam, and it was why I went with Nin over drg when nin launched and drg over monk back in arr. I don't miss them at all when I get sync'd down to 50 or under on samurai and I wouldn't miss them if they got cut either. Would make monk tolerable instead of my 3rd least liked class to play.
    (0)

  10. #20
    Player
    Crushnight's Avatar
    Join Date
    Dec 2014
    Posts
    2,345
    Character
    Jets Down
    World
    Gilgamesh
    Main Class
    Dancer Lv 90
    Personally i'm fine with positionals in group play though Seiryu and Omega(beetle) are really bad for maintaining positionals throughout but that is a challenge melees deal with just like casters having their cast times, but for solo instances and non A or S rank mobs absolutely get rid of them melees shouldn't be forced to hit less doing solo content
    (1)
    Guy butt is best butt <3

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