Quote Originally Posted by Turtledeluxe View Post
I'm saying that this mechanic exists in melee because it just makes sense. No, not everything in the game is based on realism, but thereorerically someone attacking another person or thing at melee range does have to consider their positioning to some degree. So it just feels natural as an idea. That's probably why it's inherent to the class.
I would agree if we were mostly fighting same-sized humans, but I'm the game as is, I'm several feet away and attacking something's leg or the air below something. Who even knows where the week point is on a pudding.

Quote Originally Posted by Turtledeluxe View Post
Suggesting that we make it like rphys btw, is homogeny at work. So far positionals are consistent because (with the very tiny exception of early NIN) they're just inherent to the role. It is intentional. Subtracting that away might differentiate it from some melee, but then it makes them functionally like other jobs in the game. Hence, homogeny.
I'm not suggesting making it like rphys, that would imply getting rid of the melee requirement. I'm saying that they've already find ways to account for positionals being required for some jobs and not others - a direct response to you starting that they would have to do so. I'm agreeing with you that they would, but also saying that they have in the past.

I also don't generally get hung up on role based distinctions beyond the Trinity. Within those, I care about individual class identity.

NIN, it's mudras
MNK, stands and solar/lunar
RPR, nothing
DRG, jumps and needs more of them
SAM, coins and could use something else