Quote Originally Posted by Turtledeluxe View Post
There's a difference between consistency and homogeneity. Player feedback (particularly that which subversively shapes jobs into similarly feeling gameplay) and the desire to delete systems from the game are what make this a case of homogeneity. Now, I'm not against augmenting it. I just think if people are talking about reducing buttons, making gameplay more streamlined, etc. that all just sounds like said parse driven feedback to me.
Finding the difference between consistency and homogeneity here feels very much like hair-splitting. Please elaborate as both heavily imply sameness between different items.

I can't speak for others, but I don't use or look at my parses. My issues are with the unneeded consistency in giving all melee jobs positionals regardless to whether it aligns with their class fantasy or not. I would actually be okay with positionals being an all or nothing thing if they aligned with class fantasy.

Quote Originally Posted by Turtledeluxe View Post
There's just no functional argument for divorcing positionals from melee imo, disregarding evolving combat design. Inherently for melee oriented combat, position actually does matter which is why I'm simply saying that removing it altogether seems nonsensical. Moreover, having it on one class but not others creates a gameplay disadvantage in the melee subclass. If there was a pure spam melee class, it would have be nerfed into the ground most likely.
What would make something a functional argument, here? What makes something a non-functional one? Is there a reason that the disadvantage of positionals couldn't be accommodated for since they're already accommodated for with RPhys?

Also, I don't know what you mean by pure spam melee class.