Quote Originally Posted by Fendred View Post
Given their speed, they're already losing dps from having a shorter window to reposition and keep track of their buffs. So adding yet another button, which adds yet another buff to keep track of on top of all that, does nothing to dismiss the issue whatsoever. It just exacerbate the issue.
Positionals, even right now, are straight up not hard to land and never have been. They have never been hard to perform beyond whatever stuff SE makes a boss do, and they've even given us extremely handy, omnipresent markers at the boss' feet to let us know if we are or aren't flanking a target. If you position yourself correctly, you will NEVER have to travel very far to switch between positional requirements, even with the current speed we're permanently set to at 80.

The challenge isn't in performing the action, it's in responding correctly to what the encounter is throwing at us. You can say that about every single job in the game. That's where the challenge and depth come from. For BLM, the solution to fights that demand movement that interrupts their DPS cycles is not and should not be "complain on the forums that a fight is hard to cast in and should be changed to suit their job better." What it is, and should always be, is something that a player can work their way through using the tools at their disposal, and a little effort on their part to learn the fight and play better with every attempt. Furthermore, pretending that Monk is unique in player stress just because it's fast ignores the vast array of challenges faced by every other job in the game.

If you don't want to play jobs with positionals, play the jobs without them. There are plenty. I do not want Monk to be more Dragoon-like or more Black Mage-like. I want it to be Monk, and like it or not, positionals are and have always been part of that. The continued lack of interest in playing the job in raids among the community suggests that simplifying the job while once again failing to resolve long-standing issues with its kit was the wrong call to make. The answer to that shouldn't be to make it even easier to play, and if the devs do decide to lean in that direction, then whatever they do come 6.0 needs to be a rework that makes what happened to Machinists look like a minor button cull, while also being liked after the fact.

Until SE proves otherwise, I expect little and less from them in regards to making MNK better, and for me it's staying shelved until that mythical time allegedly approaching us all come 6.0.