Some feedback from a career MNK:
Quote:
Hi-ya monks! (get it? It's a pun.) Can I get a yeah buddy? Because I have a bunch of responses from the development team as follow-ups to all the feedback we have received about monk job adjustments :)
First off, thanks for the answers. Kinda expected we'd be one of the last jobs to get a manifesto, if we got one at all.
Quote:
Q: Make it so you generate TP upon a successful counterattack.
A: Since Counter offers the monk a defensive edge by negating damage from an attack, we decided against it also generating TP.
Basically agreed. It'd be pretty broken gaining TP on every counter. Perhaps some small benefit - like occasionally gaining 1 or 2 TP, but not every time?
Quote:
Q: Abolish the TP that is given to enemies upon a monk’s successful counter.
A: Since the benefit of Counter itself is already very potent, it will be difficult to justify cutting the TP given to the enemy as well.
How much TP does a mob gain from being countered? Perhaps we can lower the number? I think it is much easier to justify this than having us gain TP from counters.
Quote:
Q: Make it so the rate of guard activation and the amount of damage that is reduced increases the higher the monk’s guard skill is.
A: First we will be making adjustments to make it easier to increase guard and parry skills. We plan on looking into guard balance adjustments as the next step we take.
Glad to hear this. My personal suggestion for guard is to allow it to skill up on counter attacks.
Quote:
Q: Add an ability that increases the guard rate and damage reduction.
A: Since we already have Perfect Counter, we have no plans to add this type of ability.
This idea is pretty useless, unless trying to skill up guard.
Quote:
Q: Make it so magic casting cannot be interrupted when you guard.
A: Since monk has no native magic skill, a different type of effect such as a reduction in enemy’s generated TP would fit better than simply magic interruption.
This wouldn't help MNK much anyway, even if we were MNK/NIN.
Quote:
Q: Adjust Boost so the attack power is stronger.
A: We will look into it. We agree it would be nice to feel a potent effect even if the enemies get stronger with the level cap increase.
Boost is pretty much only used for weaponskills - so perhaps something tailored specifically for weaponskills would be nice. Weaponskill Accuracy might be nice going forward if the enemies are going to be evasive...
Quote:
Q: Add Regen, Stoneskin, or some other type of support-related effect to Chakra
A: We are thinking about adding something along the lines of increasing the effect of Chakra through Boost. It might be good if we added a Regen effect when using Boost in conjunction with Chakra which would get more powerful the more times you Boost.
Well, we already have Invigorate through merits - but I rather like the Stoneskin idea, similar to the effect WHM gets with cures. Can't say there's much use for Boosting Chakra - except maybe after recovering from weakness or something. I'd like to see Chakra remove Slow and Bio - and the recast timer not being eaten by Paralyze (this goes for all abilities though).
Quote:
Q: Add a stun ability.
A: We are not thinking about adding an ability for this. We would like to have monks use the weapon skill “Shoulder Tackle” in instances that they need to stun something. We are currently looking into an effect that will reduce an enemy’s TP as an adjustment to Chi Blast.
Not really a huge need for a stun ability - but we're not going to use Shoulder Tackle either. I think the only time I ever relied on Shoulder Tackle is for the Poroggo Madame NMs in Salvage.
Quote:
Q: Will there be any new stance abilities like Footwork?
A: First we would like to make adjustments so that Footwork can be used in more efficient ways, so we are not currently preparing any additional new stances.
I think people mostly want a stance where they just guard endlessly... lol
Quote:
Q: We would like special abilities that can only be used while Footwork is active.
A: We’ll keep it in consideration as a part of the Footwork adjustments.
99% of MNKs honestly don't care about Footwork... It makes us feel like gimp SAMs with foot fetishes.
Quote:
Q: Add items that can be equipped in the sub equipment slot while using hand-to-hand weapons.
A: We are currently looking into methods of utilizing the sub slot for hand-to-hand. We’ll take into consideration the balance of other weapons and will look to implement it at the right time.
This would be pretty neat!