You could argue that Monk has a fixed combo, it's just broken into three buttons that alternate a press each. Technically 6 buttons, but mechanically it's Opo->Raptor->Coeurl, and each has a move that for the next 1-2 times it is used upgrades into a different one, although mechanically you perform the same button sequence.

I wish they'd remove a lot of this "veneer" of complexity. Just make it three buttons that automatically alternate, or even better, remove the whole alternating thing and just give a potency boost if the fury is up. Since I also think positionals have lost all mechanical and job-design value with modern melee design and in particular modern fight design, I honestly could not care less if either positional is lost or both or whatever. And honestly if anything Monk ought to have face positions, in particular for our kick!

But it's a shame how little space for actual depth and complexity in job design there is, because everything is buried under this thick layer of "here, have 16 excess buttons that have no meaningful gameplay depth but we keep them around to pretend this is difficult to play". Monk is actually not the worst offender here, but it annoys me because the setup could be so cool if there were actual player decisions involved in each step of the combo, not just a fixed-and-slightly-hiddenbut-still-fixed rotation that could actually be 1-buttoned without loss of functionality (since Perfect Balance has no player decisionmaking either and could just itself become the 1-1-1 or 1-2-3 you next need to press when you hit it).