Quote Originally Posted by Nothv13 View Post
Why have a mechanic confined to one role that is so inconsequential? Having something simply for the sake of complexity is piss poor game design. If you want complexity, it needs to be meaningful, otherwise it is just empty annoyance. The positionals used to be quite meaningful, but apparently they have not tested well through the years since they've been removing the meaning from them constantly.
If you want more meaning on them, then go for that 150 potency loss if you´re not playing them? I would welcome that. They could even go back to ressource management and other stuff combined with them.

As i said, the most stuff happened thx to the dumb downs and the gap between a good and a "bad" player is close, but it still exists. Positionals on that side are part of this gap especially on MNK. If they get ride of them, i want SE to get ride of casting times, because i clearly hate them. Nothing is more boring than waiting 2-2,5s until you can move again.

In kind of complexity it´s atleast still one of the last things which fresh up the gameplay in some way. I hate to say it, but this game is already a noob / casual fest. This whole topic exist because someone didn´t want to improve or didn´t used the given tools. As i said before, 98% of the game are no-brainers. You don´t even have to read half of your skills, because they´ll highlight in the needed combo.
All that won´t change, Yoshi follows his clear vision of "dumb down everything". PvP and healers will be the next step. But hell, don´t take the last part of complexity away from us, no matter how bad it seems to be implemented. You won´t be a better player when you choose the easy mode. It just makes the game uninteresting and boring.

In kind of NIN / DRG i´ve given some ideas before to make them somewhat more interesting and "background-depended", because their positionals are indeed useless / meaningless. But in case of MNK... the whole class cries POSITIONALS! and that´s fine.