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  1. #141
    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 SaberMaxwell View Post
    I'll be the caster main that breaks the trend, then, and say not only should positionals remain, they should go back to the level of importance they used to have.

    Not just 60 potency bonus on each positional landed, but make entire effects and combo chains reliant on hitting those positionals. Back in ARR, DRG needed the positional or Heavy Thrust wouldn't apply; it needed rear or Impulse Drive wouldn't work. Maybe don't make them so unforgiving as to shatter combo chains like Impulse Drive was, but give dps a more interactive reason to hit those positionals than an imperceptible to the naked eye potency buff.
    ShB MNK had something similar to that effect with Leaden Bootshine, the auto-crit was tied to a positional, and critting gave a Chakra. It gave visual feedback for landing a positional much like old Raiden Thrust on DRG (which I personally wish they didn't change, having a resource tied to positionals would have been interesting to see) or old SAM positionals. That's as much credit as I'll give ShB Bootshine though because it was still largely an awful skill though not because of any positional related reasons. I digress- but we've seen for ourselves that there are clever ways to make positionals more interactive and intuitive without having to change the system directly, the dev team simply chooses not to.

    Quote Originally Posted by Llynethil View Post
    Like I said in my post, go play pvp, monk feels like you're beating the crap out of anything you touch and it flows really well, while the pve version is just buttcheeks compared to it, which isn't just because of positionals, it has more problems then that for sure.
    No thank you, already played more than enough of it. The only thing it has going for it is its frankly broken kill combo set up and survivability that both amount to making it a meme gank job. Not a fan of the playstyle, nor am I a fan of playing at melee range in PvP at high latency. The only thing I would ever consider suggesting to be carried over onto its PvE counterpart is Pressure Point and nothing else. I do agree in a sense that PvE MNK feels bad to play, but this isn't strictly a Monk thread so I'll save my wordy ramblings for a more relevant time.
    (5)
    Last edited by VentVanitas; 07-15-2023 at 10:08 PM.

  2. #142
    Player
    ZiraZ's Avatar
    Join Date
    Dec 2021
    Posts
    536
    Character
    Zira Zira
    World
    Jenova
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Llynethil View Post
    Like I said in my post, go play pvp, monk feels like you're beating the crap out of anything you touch and it flows really well, while the pve version is just buttcheeks compared to it, which isn't just because of positionals, it has more problems then that for sure.
    You ever play FL when both enemy teams are beating each other far away and a big crystal spawns and it's only your team hitting it for 2 minutes straight?
    oh yeah those moments are big eye openers at how awful and boring the PvP skillset is when dealing with long sustained combat and no players fighting back.
    Yeah they did a good job reworking it... for PVP, and it works really well in short PVP skirmishes, but it has nowhere to go in a PvE setting, it plays like a flashy lvl 50 pve rotation and positionals still have nothing to do with any of this.
    (6)
    Last edited by ZiraZ; 07-16-2023 at 10:27 AM.

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