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Thread: Positionals

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  1. #11
    Player
    Satarn's Avatar
    Join Date
    Jul 2016
    Posts
    522
    Character
    K'rheya Tia
    World
    Odin
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by RinaB View Post
    Yes as a tank main and with tank changes in 5.0 the vast majority are terrible and can't even use mitigators let alone position the boss for melee so thats also a huge problem.
    Removing any remotely difficult mechanics from tanks just because the lowest common denominator can't handle them, is the exact reason why tanking in 5.0 is such an unengaging garbage. You barely need to position as it is with all the teleporting and auto-facing bosses and you would like to dumb it down even further?
    Lowering the skill requirement for tanks yet again isn't going to make the general playerbase any better - they will just drop to whatever new bare minimum you set, just like how plenty of tanks keep failing now, despite tanking being so much easier in SHB than ever before.

    What's worse, you'd like to make tanking easier by taking away a mechanic from melee DPS. Making sure you can dodge everything while hitting positionals is part of melee optimization, just like keeping your melee uptime. Sure, there are some fights in which it might be sometimes impossible despite using tools and the tank positioning well, but that's on devs to design fights better(btw teleporting and locking bosses in place to "help" tanks is actually making it worse) and honestly losing melee uptime entirely due to fight's design is usually more likely than missing positionals. Does that mean all attacks should become ranged then?

    Also it's funny how you bring up a dungeon boss, as if missing positionals was even remotely close to making or breaking a fight in casual content. Missing a couple isn't even going to matter whatsoever in savage.
    (14)
    Last edited by Satarn; 01-16-2021 at 02:09 AM.