Page 8 of 16 FirstFirst ... 6 7 8 9 10 ... LastLast
Results 71 to 80 of 199

Thread: Positionals

Hybrid View

  1. #1
    Player
    Isurith's Avatar
    Join Date
    Apr 2024
    Posts
    36
    Character
    Sorocan Dotharl
    World
    Ragnarok
    Main Class
    Sage Lv 100
    I don't get what parsing has to do in this discussion btw. If i want to log on a job i'll play by the rules of the job, whatever are these rules.

    But that's doesn't exclude me from saying that some of these rules can be tedious and not fun.
    (4)

  2. #2
    Player
    Asako's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    368
    Character
    Asako Natsume
    World
    Lich
    Main Class
    Warrior Lv 100
    Positionals were fine in the past, but once you have bosses spinning every 2s with their super sized hitboxes it just becomes annoying. Either keep big boss hitboxes and get rid of positionals or vice versa. Both just don't work together.

    Bring back Tank responsibility in positioning and stop having bosses reset themselves to center facing south.
    (2)

  3. #3
    Player
    Turtledeluxe's Avatar
    Join Date
    Feb 2023
    Posts
    1,267
    Character
    Kinda Hungry
    World
    Siren
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Asako View Post
    Positionals were fine in the past, but once you have bosses spinning every 2s with their super sized hitboxes it just becomes annoying. Either keep big boss hitboxes and get rid of positionals or vice versa. Both just don't work together.

    Bring back Tank responsibility in positioning and stop having bosses reset themselves to center facing south.
    The original post doesn't really address this but I think it has become central to the thread. Are positionals a problem or is it encounter design? This is a very important consideration* before suggesting deleting something from the game based on very very end game content.
    (3)

  4. 05-14-2024 07:39 AM

  5. #5
    Player
    Asako's Avatar
    Join Date
    Aug 2014
    Location
    Gridania
    Posts
    368
    Character
    Asako Natsume
    World
    Lich
    Main Class
    Warrior Lv 100
    Quote Originally Posted by avaule View Post
    One thing that might be nice about removing positionals is that perhaps you'd see the melee spread out a bit more instead of being stacked on top of each other at the rear-flank boundary. Looks kinda silly when it happens. I'd still prefer to keep them, though.
    I'd prefer they stay, but if they do get removed I hope we get more interactive bosses like P2.
    (3)

  6. #6
    Player
    CelestiCer's Avatar
    Join Date
    Apr 2022
    Location
    6.08 Hissatsu: Kaiten Give it back !!! obviously, mhm.
    Posts
    879
    Character
    Celesti Cer
    World
    Jenova
    Main Class
    Alchemist Lv 100
    Quote Originally Posted by Asako View Post
    I'd prefer they stay, but if they do get removed I hope we get more interactive bosses like P2.
    P2S is a watered down ( no pun intended ) wall boss in disguise to me. The supposedly unique Arena design players praise? did not make it any more enjoyable besides it having a gigantic hitbox and despite it having a cool looking Limit Cut, or at least for me from my Samurai's PoV cause. I care a lot more about how my Job feels during a fight. Like are my Iaijutsu cast times really that tight? but in P2S, I stand still to long for mechanics to resolve, nothing feels tight at all its very forgiving which boils down to it becoming a striking dummy for a lot of the fight until we roleplay Bumper-Cars which isn't interactive - despite its unique arena design which looked great.

    That doesn't mean Fights without Positionals or Wall-Bosses can't be great... even though I coincidentally find P7S / P8S p2 / P12S p2 the least fun yet ironically P10S a wall boss a lot of Fun. I also don't see how giving up Positionals promises us more interactive bosses or more simplifications as Endwalker Savage has proven us pretty differently. I find ShB Savage more interactive then EW like the comparison between E11S and it's discount version P11S
    (4)

  7. #7
    Player
    AmiableApkallu's Avatar
    Join Date
    Nov 2021
    Posts
    1,190
    Character
    Tatanpa Nononpa
    World
    Zalera
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Turtledeluxe View Post
    Are positionals a problem or is it encounter design?
    Yes.

    EW encounter design has the issue where melee can punch and stab and hack at the boss while standing out in Narnia.

    Positionals as a mechanic has the issue that it's mechanic devoid of impact and feel. Pugilist/Monk is an easy example here. If you're running through Duty Finder content, positionals are irrelevant. Failing every single one has no meaningful impact on an encounter or your rotation (whatever passes for such in Duty Finder). Worse, even if you're trying to do the positionals correctly, they're so infrequent in the rotation that they don't convey the feel of a fleet-footed individual dancing around their opponent.

    The game, as a whole, needs to commit to something, instead of the current middle ground of apathy.
    (2)

  8. #8
    Player
    HikariKurosawa's Avatar
    Join Date
    Jan 2021
    Posts
    746
    Character
    Hikaru Kurosawa
    World
    Ultros
    Main Class
    Dragoon Lv 95
    "Removing positionals would alienate a portion of the melee dps playerbase" lool. You'd get over it in a day or less unless you wanted to complain. Then it's a good thing, because you have something to complain about and that's what you want to do.

    If they remove positionals they can redesign the ugly target circle that is designed around positional indication on top of removing true north. Those two reasons alone justify it entirely. It would also make encounter design much more streamlined and enable them to put the "difficulty" of positionals in more meaningful areas of gameplay.

    Positionals hold the game back largely and this is very understated in the community.

    Removing positionals doesn't make melee spam attackers either. Rotations would still be as complex and rigid as they are currently. You could simply focus more on execution of the rotation itself and everyone would be playing at a higher level. Melee is melee, you hit the enemy with a melee weapon at melee range. Ranged is ranged, you're either a caster or using a ranged weapon to attack the target from range. There is no homogenization.
    (2)
    Last edited by HikariKurosawa; 05-14-2024 at 07:20 AM.

  9. #9
    Player
    Sunhwapark's Avatar
    Join Date
    Oct 2017
    Posts
    566
    Character
    Dear Boy
    World
    Ragnarok
    Main Class
    Fisher Lv 100
    If you want a melee without positionals, play as a tank.
    (11)

  10. #10
    Player
    Sjol's Avatar
    Join Date
    Apr 2024
    Posts
    276
    Character
    Sjol Fantl
    World
    Mateus
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Turtledeluxe View Post
    I'm saying that this mechanic exists in melee because it just makes sense. No, not everything in the game is based on realism, but thereorerically someone attacking another person or thing at melee range does have to consider their positioning to some degree. So it just feels natural as an idea. That's probably why it's inherent to the class.
    I would agree if we were mostly fighting same-sized humans, but I'm the game as is, I'm several feet away and attacking something's leg or the air below something. Who even knows where the week point is on a pudding.

    Quote Originally Posted by Turtledeluxe View Post
    Suggesting that we make it like rphys btw, is homogeny at work. So far positionals are consistent because (with the very tiny exception of early NIN) they're just inherent to the role. It is intentional. Subtracting that away might differentiate it from some melee, but then it makes them functionally like other jobs in the game. Hence, homogeny.
    I'm not suggesting making it like rphys, that would imply getting rid of the melee requirement. I'm saying that they've already find ways to account for positionals being required for some jobs and not others - a direct response to you starting that they would have to do so. I'm agreeing with you that they would, but also saying that they have in the past.

    I also don't generally get hung up on role based distinctions beyond the Trinity. Within those, I care about individual class identity.

    NIN, it's mudras
    MNK, stands and solar/lunar
    RPR, nothing
    DRG, jumps and needs more of them
    SAM, coins and could use something else
    (4)

Page 8 of 16 FirstFirst ... 6 7 8 9 10 ... LastLast