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Thread: Positionals

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  1. #11
    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 Sjol View Post
    You made the argument that this is about homogeneity as opposed to consistency. I meant to respond earlier, but I still don't understand your distinction other than one has a good connotation and the other has a bad one.

    That said, I do understand and feel for you in that you LIKE positionals and don't want to see them gone. Other people don't. Both are valid wants. People who don't like positionals have mentioned how they think they could be changed to be more likeable to them. You even agreed that feedback when you hit and miss them would be a nice addition.

    I don't think there's an objective argument to liking or not liking positionals. It is just preference built on other forms of likes and dislikes. It sounds like you want more buttons while others want less. And, sadly, it's unlikely any set of changes will please everyone.

    I do think there are some changes they could make to positionals that would make them more generally popular though:

    1) Update the tooltips from:
    "Delivers an attack with a potency of 300. 400 when execute from a target's rear." to:
    "Delivers at attack of potency 300 (400 from target's rear)."

    2) Add additional signals that you hit them (per many people's request).

    3) Make it more intuitive if an attack is from behind or the flank. Right now, it's difficult to remember which attacks are flank and which are rear, especially if you change jobs a lot.

    4) Reduce random boss turns. In a 2.5 second window, it feels bad to miss because you're on the wrong side of a boss turn.

    5) Grant positional bonuses if you have threat or using some other mechanism when you're soloing.
    These are all augmentations that I am not opposed to. Regarding homogeneity-- I am unsure if you aware that it is typically use to refer to the process of homogenization or uniform structures from a biological, chemical, etc perspective. FFXIV commonly throw around these terms to describe things that have similarity, which is technically ok, but misleading in this specific case. Melee, tanks, healers being designed with specific traits that define their roles may "feel homogeneous" in a casual sense, but are not a process of homogenization.

    It's actually the act of selecting against positionals that leads to homogenization. Maybe not with the other melee, but all other jobs.
    (3)
    Last edited by Turtledeluxe; 05-16-2024 at 03:11 AM.