


sorry, to clarify why i said "more" rather than "less", I meant in terms of mechanics. "More mechanics based on reaction time." would be more accurate to what I was trying to say, but how you corrected it would still be pretty much just as accurate.
CLAIRE PENDRAGON


But yeah I feel that if positionals are to be a component of the game going forward (considering what a tiny portion of current jobs they are, I feel they're on the way out as a whole), we definitely need some form of feedback. Ideally positional skills have two animations, akin to how Monks have a "wrong" Masterful Blitz for screwing up, and that of course has a unique animation. We could trivially see we hit it wrong.




Besides the carpal tunnel APM, that kind of battle design looks so much more interesting at a glance to me now. Not gonna lie, I kinda want to react and think more, and memorize fight specific excel spreadsheets less..Depends on how you look at them. Are you following an oversimplified APL, or actually trying to min-max -- including via RNG mitigation / appropriate gambles for variable windows of opportunity? If the prior, many will appear simpler. If the latter, very few.
'More' reaction time would be 'slower' reaction speeds, no? Whatever the intent, you generally need to react far more quickly there, and the decisions often have a higher ceiling of nuance for min-maxing, since rotations there are not rigid and windows of opportunity are both more stark and more varied, so it's not as if that comes at cost to thoughtfulness (only to some player's likelihood of hitting a point of diminished returns on that thought spent).


Yeah it's really weird that SQEX only uses two types of combat gameplay for all jobs, and frankly only one (because Dancer is the only one with the other one). We got 1 job with semi-random and semi-proc-based gameplay, and all other ones use rigid pre-determined rotations. You would at least assume 1 job in each role is based on procs, and then probably also those based on a priority list (which isn't the same as a fixed rotation even if both can usually be written down in either way), on resource starvation, on fully random chance, on weaving and on alignment.
There's so many options for setting up the underlying concept of a class, and yet they only use a single one (plus the one exception). It's so weird. And it's not like they couldn't trivially transplant all the other setups whole from other MMORPGs that readily show them how to do them!




As said in another thread, we used to have more of this but today I guess you boot duties in the finder like you boot music sheets in guitar hero...
Things have to be predictable you must understand.



The funny part is, we had that in Shadowbringers with Dragoon. If you hit the last positional, it proc'd Raiden Thrust, which was a pretty great reward for doing your positionals. Naturally, they changed it and made Raiden Thrust guaranteed, so that concept came and went.
I'm on board for adding a bit of extra visual feedback for correctly hitting positionals, but I wouldn't count on the devs doing anything about it after 10 years.
I completely forgot that was a thing, but yeah I really did like the tangible reward for hitting a positional. I imagine it was scrapped because some folks complained it was too punishing to miss a positional, but like yeah. That's the point? If combat has no pushback then everything may as well be assigned to a singe button.The funny part is, we had that in Shadowbringers with Dragoon. If you hit the last positional, it proc'd Raiden Thrust, which was a pretty great reward for doing your positionals. Naturally, they changed it and made Raiden Thrust guaranteed, so that concept came and went.
I don't expect anything even close to this ever coming back since it contradicts SE's current job design philosophy of "simple itemized list", but it would be a neat thing to add to at least a few of the melee jobs.


And that Dragoon thing was also nice because while it was obvious you hit your positionals, failure to do so did not actively interrupt your combat flow. Same number of GCDs from the same positions, but you could visually tell from the changed animation that you wiffed a positional.

bro dragoon had this when raiden thrust was introduced. I swear it used to only proc if you hit the positional on fang n claw or wheeling thrust.
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