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  1. #1
    Player
    Atamis's Avatar
    Join Date
    Oct 2011
    Location
    Gridania
    Posts
    321
    Character
    Cassandria Everfree
    World
    Balmung
    Main Class
    Miner Lv 90
    I do not like positionals but do like positions mattering.
    I made the same recommendation in the monk thread but I'll explain here.
    Instead of an arbitrary restriction or equally arbitrary bonus damage because an ability wants to clap some cheeks instead of a flank, I would prefer to have abilities that specifically target positions that are available.
    A practical example: Combo starter1 -> buff combo -> split ability, One targets the flank for X damage and grants Buff A. The other targets the rear and does X damage guaranteed crit + movement speed buff.
    I think this would be far more interesting gameplay and not feel nearly so arbitrary. You could always counterplay instead of feeling like your dps is suffering because the tank wont spin the mob around.
    This on paper sounds like normal positions we have now with extra steps, but I think this differs enough by the player having an actual choice on where to target instead of being locked to a specific rotational combo and being punished when you are unable to hit that.
    This was specifically aimed at monk. Something like a samurai probably doesn't need such in depth positional requirements (but I don't know enough about swordplay to determine if they have specific examples of real world use)
    The current positional setup, I think, adds some complexity to a class, but not necessarily enough to be interesting, Monk is fast enough it generally feels fine to bob and weave them, but Dragoon and Sam feel robotic repositioning to hit them while having abilities that actively take you out of that mode. Jumps reposition you at whim and encourage you to attack from afar where position is at range and irrelevant, Sam has cast times that make position irrelevant compared to timing.
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    Last edited by Atamis; 12-17-2021 at 07:16 AM.