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Thread: Positionals

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  1. #11
    Player
    VentVanitas's Avatar
    Join Date
    Feb 2020
    Posts
    676
    Character
    Seiko Hanamura
    World
    Kujata
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Nothv13 View Post
    Monk was built on positionals but they still keep toning them down and even give them extra true north like ability. If they are going to keep going the route of de-emphasizing positionals even on the class designed for them, they should just get rid of them.
    It is given more positional mitigation than other melee because of the fact that it has more focus on them, it is to even things out so MNK isn't unnecessarily punished whereas the other melee would not be. SE even changed Riddle of Earth to reflect that they do not want MNK to be a melee ranged BLM that just sits still and only does mechanics, even if said RoE change was objectively worse. Positionals (actually, just one positional) have never been more important to land on the job than ever before because of how polarizing Leaden Bootshine is. Even then if you wanted to argue "why have so many positionals on MNK if Bootshine is the only one that matters," that's a problem with the design of MNK, not positionals.

    Quote Originally Posted by Nothv13 View Post
    There are much better ways of adding complexity to classes than just slapping a position requirement and a small potency buff on a few skills. Even something as small as a need to interrupt a boss with a skill (often enough the tank can't always do it) can do it
    No, interrupting casts/mechanics isn't adding complexity. SE has already tried this and all it amounts to is creating annoying wipes because you forgot to use the skill that is utilized literally nowhere else in the entire game or fights being busted beyond challenge. (anyone remember early Stormblood One Ilm Punch?) Interruption or stunning isn't a choice or an expression of skill unlike positionals. It's an ultimatum, another fight mechanic.

    Quote Originally Posted by Nothv13 View Post
    Hell for the DRG, they could add complexity by making the jumps a bit of invicibility so that DRG could actually play the high risk high reward style being able to jump to avoid the most common type of AoEs, save your spineshatter and dragonfire to stay in dps range or use them on cooldown to burst.
    DRG already has to plan its jumps because of Mirage Dive and animation lock. This has been discussed a million times already, but giving DRG's jumps invincibility or dodge just like old FF games cannot and will never work with how FFXIV's encounters currently function.

    (God. Take a shot every time I said positional in this post.)
    (4)
    Last edited by VentVanitas; 03-07-2021 at 10:41 PM.