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In today’s video, I talk about job design, fun, and positionals in Final Fantasy 14 Dawntrail !
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This would be true if you only considered casual content. A DPS class being busy is fine, but 6 positionals is a little bit too much for optimization sake in Ultimates and if you are parsing savage, it is a clear disadvantage to other meele classes. If they take the positionals down from 6 to 4 it is perfectly reasonable, the range buff will also help for disengaging mechanics which Viper has no easy access to (Chariot mechanics). Overall this change makes sense, people bitching about it either only play dungeons or doesn't care for actual compeitive content.
From what I can guess is that the people up in arms with Viper and not seeing the change as an ok thing are the one that dont us it in high end content. If they did you will notice how often you use True North to bypass the positionals to the point where you wonder why they are in the game. In causal content you wont see the issue as most mechs in normal dont demand you risk the positionals. Its dreadwinder that is causing the busy feel of the job for some. Your basic combo has them but it feel fine there. If they remove it from the dreadwinder combo the feel of viper will not change. Look at old SMN. Few players played that job do to it feeling like you are playing a piano for it opener. The change had big back lash but left the job in a better state with more players playing the job. Viper skill is not in its positionals but seeing if you can keep up your pace without slowing down. If you fight a omnihitbox boss you'll notice no change in your job. Does that fight make melees less fun. Often melee player see that hit box and go " thank god I dont have to lose dmg due to mechs."
i posted in the subreddit and fought a 1v30 saying that the changes were gonna be dreadwinder positionals removed and gnb continuation range for ogcds and i think im completely right and these changes are good
dreadwinder has no reason to have positionals, the the 4 we have in our combo is more than enough and it doesnt make sense thematically since it doesnt follow the naming and color scheme the other 4 do.
My issue with removing positionals from a job like Viper is that, based on other changes, they won't be replaced with something that adds to the engagement. The other jobs just lose these small decision points left and right and it becomes boring. Viper is so automated, if you don't even have to think about where you're hitting most enemies, it's just another button mash job, it's literally just "follow the lights". It's the trend of every job getting simplified more and more to appeal to the least invested players when they don't even need to optimize, that is the issue. If a new player can't hit positionals, who cares? It's like 20-50 potency, it only matters for hardcore players because of enrage. It just feels like every job is being streamlined to the point of not being fun anymore. BLM was specifically changed to kill non-standard, so choices like that make it worrying for even simple jobs like Viper to be considered too hard because little Timmy might do 500 potency instead of 550 as ifnit even matters in normal content.
Honestly in my oppinion they should just get rid of positionals.
It's not fun and doesn't give you that much more skill expresssion I would say.
And the worst, positionals being a thing, I think they restrict how a melee can play.
They could design melees ways different without positionals.
I think a simple fix that would satisfy most crowds would be extra animations. Make animations for when positionals are done correctly, and make an animation for when it is done incorrectly. You could also include a sound for when you miss a positional (off by default – needs to be enabled). This would make them more satisfying while also helping more people easily learn that they’re doing something wrong or doing something right.