Quote Originally Posted by Dzian View Post
I personally would like to see the balance changed a bit in terms of the combat : mechanics ratio. By making combat a bigger portion of the equation you can open up a lot of room to add some actual depth and interesting elements to jobs, which in turn would allow them to feel more rewarding to play..

But if hitting a positional for a staggering 2-3 potency per second increase is the most interesting thing about combat then there's obviously some much bigger issues. This is further demonstrated by the fact many of the people who want to keep positionals want to do so for the sole reason that they'd find combat "boring" without them.
It's not really a case for one or the other, it is mixing boss mechanics whilst trying to get positionals that make it interesting. Solving that puzzle of uptime, positionals and doing mechanics, al whilst doing your rotation. Doing mechanics is easy, that is basically physical ranged play. Doing mechanics and maximising uptime, that is for the casters, however, doing mechanics, keeping uptime AND hitting positionals, that is where melee fall and should stay.

Sure, design more interesting mechanics for bosses, I don't care, I will solve the puzzle of maintaining uptime and doing positionals whilst doing the required mechanic. This is what people enjoy, however, as I have recently been saying, people who don't like this playstyle are trying to take it away from those of us that do. It might only be a small increase, but I don't care. It feels good knowing you have contributed as much as you can, you have worked out the solution to the puzzle.

There should be something for everyone, however, everything cannot cater to one person.