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  1. #1
    Player
    Braven_Doomdraft's Avatar
    Join Date
    Jul 2020
    Location
    Limsa Lominsa
    Posts
    11
    Character
    Braven Doomdraft
    World
    Diabolos
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Raikai View Post
    I feel that with so many ways to bypass positionals as a MNK, they became more pointless than ever, just like Greased Lightning... Honestly, I don't thinnk positionals is a bad concept, but I think they feel weird to play with the responsiveness of XIV's combat system.

    Surprisingly, everything I wished for MNK (no GL, less/no positionals, Sabin blitz inspiration) is happening - I'm really excited to try it, I may shelf NIN as my melee dps job.
    Same. I've always wanted to main MNK but it's not fun in its current iteration when compared to other classes. I love playing NIN and the combination of its speed and utility make it fun to play. Positionals in games like Xenoblade/Xenoblade 2 work well because the entire game is designed around that type of battle system. Final Fantasy XIV isn't.
    (3)
    "Remember that we, too, once lived..."

  2. #2
    Player
    Sqwall's Avatar
    Join Date
    Jun 2013
    Posts
    844
    Character
    Sqwall Lionheart
    World
    Diabolos
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Braven_Doomdraft View Post
    Same. I've always wanted to main MNK but it's not fun in its current iteration when compared to other classes. I love playing NIN and the combination of its speed and utility make it fun to play. Positionals in games like Xenoblade/Xenoblade 2 work well because the entire game is designed around that type of battle system. Final Fantasy XIV isn't.
    Never thought of it from that angle. That's a great comparison and one that I don't have to think about. Xenoblade/2 I never thought for a second about positionals because the game didn't put obstacles in your way to fulfill the gameplay. It was almost invisible to complete positionals in Xenoblade because like you said that game was built around that aspect of battle. FFXIV in a lot of ways is the reverse of Xenoblade. The Boss moves you have to reposition to avoid damage. Makes me think about Blitz and how it will be incorporated into MNK's overall design at 90....ugh...media tour needs to come NOW!
    (1)

  3. #3
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,437
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Sqwall View Post
    Never thought of it from that angle. That's a great comparison and one that I don't have to think about. Xenoblade/2 I never thought for a second about positionals because the game didn't put obstacles in your way to fulfill the gameplay. It was almost invisible to complete positionals in Xenoblade because like you said that game was built around that aspect of battle. FFXIV in a lot of ways is the reverse of Xenoblade. The Boss moves you have to reposition to avoid damage. Makes me think about Blitz and how it will be incorporated into MNK's overall design at 90....ugh...media tour needs to come NOW!

    And not even just about the obstacles, but the server tick timing plays a huge role in making XIV's combat slug a bit. They made something great to counteract that and it's the oGCD gameplay, because it keeps your fingers busy (in most jobs) so in practice that gives flow to the action and kind of cover the slowness up. That's exactly why pre level 30 gameplay feel so boring for most melee jobs.

    October the 13th is the embargo lilft, right? I bet all the videos from the youtubers will be ready and just ready to premiere that day, so we'll get a lot of footage to go through at once.
    (0)