Guild Wars 2, The Secret World, and WildStar all have something in common: They all ask characters to jump around. Or roll around or dash around or just generally get out of clearly marked fields that indicate Something Bad Happens Here. Unlike some older games, none of these titles allows you to just fight by staying in place and swinging until your opponent drops.
Of course, positioning has always played a role in MMO combat. Final Fantasy XI had Bards splitting effects between party regions and Rangers jockeying for the ideal range. World of Warcraft loves having damage fields in raid fights. TERA pretty much expects all players to be moving constantly. Then you have Star Trek Online's ship combat, where damage is almost entirely based on where you hit consistently. So what game do you think makes the best use of positioning in combat? Is it a system that would work in other games, or is it unique to one setting?
Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!