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  1. #1
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    Nov 2015
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    I would like to see MNK get a bit more support towards being a viable tank at this point. Give MNK a trait that gives 2x Guard and/or Counter checks (to parallel parry+shield, parry+parry, etc.) a trait that doubles the non-standard ilvl stats on H2H weapons since it's apparently a tech issue to add strap equivalents (so not H2H skill, but direct accuracy+, Double Attack, etc), and address the complaints/problems surrounding Martial Arts / TP loss (again, thru a MNK-only trait IF the holdup is concern about over-buffing PUP.) Might be nice if the accuracy check on Counter was removed or lowered to reasonable-in-tanking-gear levels at least.
    (1)
    “That is not dead which can eternal lie, And with strange aeons even death may die.”

  2. #2
    Player Khelek's Avatar
    Join Date
    Mar 2011
    Posts
    16
    Character
    Khelek
    World
    Bahamut
    Main Class
    DRK Lv 99
    Quote Originally Posted by Nyarlko View Post
    I would like to see MNK get a bit more support towards being a viable tank at this point. Give MNK a trait that gives 2x Guard and/or Counter checks (to parallel parry+shield, parry+parry, etc.) a trait that doubles the non-standard ilvl stats on H2H weapons since it's apparently a tech issue to add strap equivalents (so not H2H skill, but direct accuracy+, Double Attack, etc), and address the complaints/problems surrounding Martial Arts / TP loss (again, thru a MNK-only trait IF the holdup is concern about over-buffing PUP.) Might be nice if the accuracy check on Counter was removed or lowered to reasonable-in-tanking-gear levels at least.
    I like the idea to shift focus to becoming a viable tank. Maybe rework counterstance or footwork to be a low cooldown, high duration tanking stance, with crusade's enmity boost and a change to the counter acc check while on. I doubt they would put in the work required to adjust the rest of the job though. Would require changes to give monk hate tools beyond what a subjob would offer etc. If they're not keen on putting in the work to adjust WSs, I think it might be too much to hope for.
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  3. #3
    Player
    Join Date
    Nov 2015
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    Quote Originally Posted by Khelek View Post
    I like the idea to shift focus to becoming a viable tank. Maybe rework counterstance or footwork to be a low cooldown, high duration tanking stance, with crusade's enmity boost and a change to the counter acc check while on. I doubt they would put in the work required to adjust the rest of the job though. Would require changes to give monk hate tools beyond what a subjob would offer etc. If they're not keen on putting in the work to adjust WSs, I think it might be too much to hope for.
    I kinda figure that it would feel safer for the devs to change their focus (or create one since MNK does feel like one of the rather aimless jobs,) rather than buff damage output. It would be simpler/safer to buff MNKs defensive abilities up to viable tanking levels than to adjust damage capabilities upward from a dev perspective. Any direct adjustment to WS benefits more than just MNK after all, and with the way the game scales with highest end gear any change that would be noticeable for the majority has the potential to be gamebreaking overpowered at the top. That's why I suggested using MNK-only job traits to address the issues involved rather than direct changes to anything that could affect multiple jobs.

    As long as it was possible to raise Counter rate to match PLD parry / RUN parry as far as damage intake goes, then I like the idea of turning Counterstance into an actual stance. Give counters an enmity bonus, reduce/remove the accuracy check on counters, and maybe some sort of enmity loss reduction on successful guards? Enmity generation shouldn't be difficult to adjust (they could raise Boost to 10,000CE/10,000VE if they felt like it.)

    The only actual complaint I have about MNK as a non-MNK-main player (though I do have a 119 MNK alt, with enough experience to know how the job works,) is the inability to engage with Boost active issue. >_<;; This problem bugs me enough to keep me away from the job on it's own. I still think there should be a way to implement a bypass specifically for Boost, but devs have bigger fish to fry I guess. Issues with MA match to same problems with DW and while both need to be looked at IMO, it's not a job-specific problem but a weapon-type issue at the system level, so not sure it is really relevant to this thread or not. :/
    (0)
    “That is not dead which can eternal lie, And with strange aeons even death may die.”

  4. #4
    Player Khelek's Avatar
    Join Date
    Mar 2011
    Posts
    16
    Character
    Khelek
    World
    Bahamut
    Main Class
    DRK Lv 99
    Quote Originally Posted by Nyarlko View Post
    The only actual complaint I have about MNK as a non-MNK-main player is the inability to engage with Boost active issue.
    I wish I could wrap my head around the boost change as a whole... It was too weak to be worth using during combat before, so they changed it into something that's even worse to use. Guessing the test team was busy that day.
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