Quote Originally Posted by ssunny2008 View Post
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.
Healers and PvP have already been hit, or have you not seen the 1 button dps and simplified healing or the combos merged to one button.

DRG and NIN positionals are worthless and don't really add anything to the class. Monk was built on positionals but they still keep toning them down and even give them extra true north like ability. If they are going to keep going the route of de-emphasizing positionals even on the class designed for them, they should just get rid of them. There are much better ways of adding complexity to classes than just slapping a position requirement and a small potency buff on a few skills. Even something as small as a need to interrupt a boss with a skill (often enough the tank can't always do it) can do it or adding encounter design that requires more than just avoid aoe area, press button do damage for dps. Hell for the DRG, they could add complexity by making the jumps a bit of invicibility so that DRG could actually play the high risk high reward style being able to jump to avoid the most common type of AoEs, save your spineshatter and dragonfire to stay in dps range or use them on cooldown to burst.