Quote Originally Posted by Ransu View Post
Positionals don't add any kind of difficulty to a job... Either way, the person you quoted has a point. The devs want every job to be accessible.
The thing about accessibility is I feel the design team has a major problem in looking at a candle and seeing a house fire. Nearly every inch of content in this game is clearable doing the absolute barest of minimums each job is capable of and asks very little of the player in terms of mechanics. Players don't need to hit positionals to clear their daily roulettes, alliance raids, or even EX fights really. It feels like the design team as well as the community continues to treat optimal play as the bar to entry when almost every fight in the game can be cleared by just mashing Dragon Kick, and I'm not even talking about the Dragon Kick combo--literally only hitting Dragon Kick.

Savage and above, on the other hand, is meant to be challenging, and even there, optimal play isn't entirely required. It can be moreso at launch, but tomestone gear can make that difference very quickly. And even in the Savage environment, why do we need to force training wheels onto every job for players trying to go mountain biking, especially in a game where you can change jobs. If MNK's positionals became too hard for you, then you could swap to a job that doesn't have positionals--even a melee job if we wen't off the example I gave earlier of 1 heavy positionals melee, 2 light positionals melee, and 2 no positionals melee. The entire point of having a job system is choice, but what's even the point if everything has to be the same in the name of accessibility?