No, the argument was that it's "all just same old stack or spread". And that is a degree of abstraction, that removes every possible flavor from fight design. And it's hypocritical that this kind of abstraction is only ever done somehow for fight design, but somehow the old job kits were magically "complex" and totally not reducible to "press the right button at the right time". That's like saying "every story is just some characters doing something", invalidating with a single stroke all the stories that could ever be told. It's destructive nihilism, and for the developers, there is nothing of value that can be extracted from such feedback, ever. It's just melancholy for melancholy's sake. And that's how many of the posts of the "veterans who were there" that are "discussing" class and fight changes come off, a bunch of bitter people marinating in their own Weltschmerz, because things "ain't how they used to be".
See how you didn't even engage with the actual argument that was being made, that every boss fight is "just stack or spread with different coats of paint", and that this is somehow bad? Here is the thing, I give you all your mythical job design and complex rotation and whathaveyou for your vision, will the game or will it not require players to move at certain times to certain spots in the fight? Will or will it not result in there being a "correct" button for every class to push in every single situation?
There is no design space left if we follow Valence's logic, because movement while simultaneously pressing action buttons is the core activity of this game's combat system. If players engaging in that very activity is evaluated negatively, then there is absolutely nothing that can be done for this game except to turn it into a completely different kind of game. Which are out there, those other games, with the other kind of gameplay. Thousands of them. At some point, you gotta take some personal responsibility for your own consumer choices.

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