Quote Originally Posted by Mikey_R View Post
BLM has to choose between triple cast in burst phase and using it for movement, along with Swiftcast. They lose damage in one area to gain it somewhere else. It is the same with True North, optimal usage of the skill where you might lose out here, but get a bigger benefit there. So, should BLM lose access to Triplecast and Swiftcast and make everything instant cast?
It's funny you mention BLM, because it's not like there's literally any fights in EW or DT where cast bars are ignored by boss mechanics.

Meanwhile, EX1 pretends positionals don't exist. Or p10s, arc4 has an entirely new mechanic for removing its positionals to boot. Man, it'd be nice if bosses just straight up removed cast bars from casters, the devs already want to turn turret casters into unlimited phys ranged.

Positionals harm the game because it artificially limits what the devs can do in terms of boss design, all to make sure melee DPS can nail back and side positionals reliably while working true north in every so-often to deal with it otherwise. You can replicate this gameplay by making melee-only mechanics that have specific safe spot carveouts that ranged can ignore. And you can do this while making the bosses more mobile and kinetic so those gap closers are used more often.

But this desire to push turret casters into phys ranged is removing gameplay that can only be replicated by hard-rooting the players, something no one enjoys outside of opt into. So please continue the false-analogy of pretending positionals are remotely in the same category. I would love to see things like triplecast removed if it meant fight design took into consideration classes like BLM that want to spend 80 or 90% of their time standing still, and leveraged mechanics knowledge and prepositioning as the skill check of turret casters, like it was in the past.