Visual feedback could be cool!
Two ideas I'll suggest:
1) When you properly hit a positional the ring will highlight that section of the enemy's target circle (the thing at their feet that tell you which direction is is facing and where their butt is), so if you hit flank it will glow flank some non-intrusive color / effect, but note-able interaction (nice fade in and out glow). Color could match the ring, so it's nice subtle positive feedback - easy to ignore but if you were looking at the ring you could tell it was confirming your correct choice. I don't think a sound should be used unless it is a sound that flows with the skills itself (meaning it might be easy to 'not hear' unless you were looking for it); otherwise, that could be a bit obnoxious lol.
2) Sound effect and two animations, first is a hazy shaky red / error like texture effect glowing on the section you hit (shape of the effect matching the ring section, but growing in size and shrinking back down such that it's fairly obvious) showing that you weren't supposed to hit that side, and then a subtle glow on the proper side (to direct to where it was supposed to be).
Both can be turned on and off, the sound effect being able to turn off individually from the visual error help.
As for the subject all together:
I don't think all melee need positionals, so some melee with ZERO positionals is fine to me, but I think it is a novel enough concept that some people like so it would be a bit sad to have it go all together. Of course if you remove positionals I would assume either A. the job is meant to be straight forward job akin to a WHM vs SCH like situation or B. the job will get some other exciting mechanics to think about. To add which I think not all jobs should be simple, nor all complex, ideally trying not to change the currently assigned jobs from where they are in terms of challenge (don't make a super easy job hard or a super hard job easy all a sudden). Some of that can be helped balanced by skills that are perhaps fun to optimize but by not having them you're only missing like 2-5% damage from the person who messed it up (such that in most content you'd not even care if someone was playing a bit more easily, but in hard content everyone would need to optimize for greater challenge of play). Though I still personally think even at hard play having a few jobs that are a bit easier to play is good, same as having a few jobs that are just harder to play (and not switching that concept around if possible). As for melee jobs that might not use positionals at all for example maybe a Geoknight like area control job has a bit of positional built into node control (area control, creating small spheres of influence and manipulating themselves within them and the enemies- then they've no melee based positionals even if they're generally more melee as they've another thing to think about instead).


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