Quote Originally Posted by Valence View Post
This age old debate tends to divide players between the ones that are more attached or have roots into action games, while it just annoys the ones with more classical rpg or tactical rpg affinities. It's cool to have jobs with demanding positionals, some with mild positionals, and some with no positionals.

1) Removing something without replacing is what SE is a champ at and only results in watering down the job system at the profit of fully focused encounter design.
2) Removing them is not a solution, and would alienate half of the melee dedicated population, even if they get replaced by something else.
3) Introducing new melee DPS jobs without positionals (new, therefore not alienating other job mains) should only come as an exchange for more intricate and complex rotations.
4) Focusing on melee DPS intricacies and complexity should come with the insurance that they also double down on ranged complexity because otherwise we're gone again for another expansion with huge debates with ranged proponents and melee proponents tearing each other apart on job difficulty and damage balance.
I agree with most of your points here and was glad to see this.

My personal frustration is that the current design of positionals feels bad. They feel tacked on with little rhyme or reason as if to exist to add some minor complexity to the job. Some of what I've heard is a sub set of players who don't mind positionals, but don't like how they're implemented now.

I hear you about not wanting the jobs made even simpler. There are certainly jobs that I go to when I'm brain dead and jobs I go to when I want a challenge.

I also would be okay with some jobs having positionals that only work in specific positions if they were designed better. *cough* backstab.

The frustrations outlined by a bunch of people are good ones both in favor and against. I think it's a difficult problem and little trust that SE will get it right.