The original speedy job... should be less busy?
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The original speedy job... should be less busy?
Monks only busy aspects should be management, the timers were good for this, the positionals were good for this, blitz is okay for this. Spamming oGCDs is SAMs and DRGs thing I think having a Monk with a million weaves would kill the job for everyone.
I agree. Monk already has fast rolling GCDs and not that much oGCDs to press except during 2min burst windows. Someone must be aware of this because we didn't get a single new oGCD attack this expansion, and this is me being generous and ignoring their oversights of numbers + bugs like bootDK for week1 DT.
Casters share the same gear, yet something like BLM, RDM and SMN are in entirely different leagues of how they function in play.
People are craving for job identity but at the same time are pushing for homogenization? It just makes no sense logically speaking.
At the end of the day, while it's always interesting to see the concepts that people come up with, I'm just expressing that I am opposed to Monks being moulded into Samurai2.0, or any other class for that fact, it has its own lane, let it sit in there.
Before Viper release monk used to be a fast gcd job like Ninja
But after Viper release "scouting" gear has this identity fast based jobs who can be melee and have in their core dps kit range attacks.
That shake the identity of monk to me personally..
I feel like monk do not belong to "scouting" and also doesn't feel like samurai "striking"
Ninja and viper gameplay is so similar but approach the "scouting" identity very differently..
I feel like other subroles should feel like this..
Sub role should have an impact in the gameplay aspect of the jobs.
Regarding casters.. it is very different subject.
To me BLM and PCT should be in a separate sub class in casters
And red mage + summoner have their own sub class.
But this idea require a rework to the utility aspect of PCT.. remove them completely and it should have same downsides of BLM without feel the same job
Scouting should be the standard of making a subrole identity without being homogenized
I will give ab example of other game:
Monster hunter world:
Both greatsword and hammer have charge attacks but both of them play very differently.
Having common mechanic =/ homonization