Quote Originally Posted by Shikiseki View Post
idk why ppl are so obsessed to sidestep left and right for 11mins - you can still do that in content noone is stopping you but why bother with positionals when the boss hitbox is the size of the arena with no backside in the first place...

I'd rather see new nuances that fit with todays battle fight designs like more intricate combo trees like they seem to do with viper
I went into Endwalker thinking I wouldn't miss the sidestep left and right minigame, but once I started doing Savage reclears, I began to realise how empty MNK felt with nearly all of its positionals gone.

Simply put, I liked positionals because it was one of the few areas of the game where I could actively work on improving my performance. Seeing that I only hit 93% rear Bootshines on my first boss clear would fill me with revulsion, but it also motivated me to play better for next time--it gave me a reason beyond shiny loot to WANT to replay savage. This tier, P11S was the only fight I enjoyed reclearing, and that's because I enjoyed the challenge of trying to hit all of my positionals in a fight that constantly forced me to stay still and move away from the boss' ass. I would've enjoyed that fight much more if I still had all six of my positionals (not that it really mattered in the end, since my static stopped raiding before I could get anywhere close to hitting 100%).

And look, I want intricate combo trees too, but why are we acting as if they have to be mutually exclusive with positionals? Have one melee be the positional job, and the other be the intricate combo job. Or better yet, they could incorporate both ideas and introduce a melee with branching combo trees that change depending on what positionals you're able to hit. It's incredible yet saddening to think about what CBU3 is capable of making when they're not needlessly pruning things from the game.