Quote Originally Posted by Shurrikhan View Post
Weaponskills, spells, abilities, gauges, relative uptime increasers, etc., aren't unique to any job, either; each provides an avenue for differentiation. By removing them on the basis that "everyone has them anyways," you end up with increasing homogeneity (at its extreme, just auto-attacks.
I never said that they should remove them. I rather would have them focus on adding job mechanics that are unique to that one job in a way that is fun and fits the job fantasy.

Quote Originally Posted by Shurrikhan View Post
In the past no combo chain had positionals, only combo starters. You could not be forced to restart your combo because you literally had no combo yet; you were forced merely to restart the attempt to get one. The difference between a combo-finisher failing to trigger its combo bonus and a combo-opener failing to trigger its following skill's combo bonus is night and day, but the requirement to land the correct positional to get one's combo bonus was removed before any positionals were yet attached to anything but the opener.
Well i did not play in the Expansions before EW so my informations are just secondhand. I only know that it was way more punishing.

And this is another point. Many players joined in the post ShB era. How will you sell more positionals to those players.

Quote Originally Posted by Shurrikhan View Post
You don't track positionals with the UI, unless you count seeing the enemy as "UI".
I see the target ring as a UI element and sometimes its hidden by the enemy model.

Also to account for my buff/debuff comment, the OP was pointing out that with the removal of the Dot and Damage buff it would be fun to add more positionals.