Complex? No. Fun? Yes. "Something"? Also yes. They were a good half of our downtime complexity.
Printable View
Anything people find fun or unfun is nothing but a matter of opinion.
Positionals being unfun is also a matter of opinion. There were also 3 other melee with a considerably lower emphasis on positionals for those that found them unfun. Monk was quite literally the only Job for those who enjoyed a heavy emphasis on positional based gameplay. Their removal did little if anything to boost MNK's player numbers.
Positionals add more complexity to any rotation. If you take two identical rotations, have one with positional requirements and one without, the one with added positional requirements will objectively be harder and more complex.
You know the vast periods of downtime you have between Blitz Phases? That is boring as it currently stands. You can literally stand on the opponent's flank for the vast majority of your rotation and you just go through your GCD rotation. You might have TFC randomly come up, but you also might not. Positionals are an easy way to keep you busy during that time. They are also not as punishing as people kept making out either, as an example, you do 3 GCDs, Dragon Kick, Twin Snakes, Snap Punch), all from the flank, but the boss moves at the last hit, so you miss the last one. Currently, you would lose 60 potency for missing it. If that 60 potency was spread over the 3 GCDs, you only lose 20 potency and Dragon Kick > Twin Snakes is not an uncommon combo to have.
I could make a claim that, on average, I suspect you lose less overall potency for having positionals on everything than having positionals on just the 2 GCDs, or at the very least, they are even. There is zero chance that you lose less potency by having just the 2 positional attacks than having them on everything.
Guys dont make like it like having all positionals back would magically fix the mess that Monk right now it is. Plus having so many positionals made open world solo questing a real pain because having a permadebuff on damage unless you used True North/stuns wasnt fun(on ARR was over 60 potency lost PER weaponskill). Theres also a reason why some bosses didnt have positionals due them being to heavy on movement and would have given the middle finger to melees and specially monk but at the same time those boss made positionals completely worthless.
Too many positionals affect balance of fights since they have to think on the job that has most positionals and adjust from there, sometimes dumbifying other jobs positionals by making the boss positional free because they didnt want another turret boss
The big elephant for monk is that their gameplay feels like crap. Fixing that is far more important than having extra positionals that in the end are basically muscle memory and condition devs while making content (you wanna see more "ignore positional" bosses?)
But positional were a part of Monk's gameplay. Monk was relatively simple to play, which meant you could dedicate some brain power to hitting those positionals, which wasn't always easy.
You can hit a dummy no issues, most dungeon bosses are easy to hit, but has anyone who said positionals are boring/busy work actually played Monk in an extreme or savage raid? Hitting those positionals around mechanics is what stops them being braindead, you have to anticipate what the boss and the rest of your team is going to do so that you both hit that positional and not screw the team up.
Also, to have to use overworld mobs to make the claim positionals were bad just shows a lack of understanding. Overworld mobs are weak and you aren't required to hit positionals, however, you still could with True North, RoE, Leg Sweep and just generally moving quick, so, you can still hit them if you want to. You also had to go back as far ad ARR and the 60 potency loss when ShB was down to 20 potency with Bootshine being a bit higher due to crit + TFC potency added on.
It has been said, positionals do not even matter for dungeons or even trials/normal raids. There is no enrage to clear (for the most part) so losing out on 20 potency here and there is not a big deal and that is the point. The positionals were not much of a gain DPS wise, however, it was enough to show the difference between a good Monk and a great Monk. That Monk who is just playing it for fun Vs. the Monk who plays it a bit more seriously. If you never played Monk to the point where you were trying to hit every positional and manoeuvring around mechanics to achieve that goal, you will probably never understand why more serious Monk players enjoyed it as much as we did.
Dragoon was also quite heavier on positionals originally as well and they removed some of them, Monk ones just were ignored for a longer time. We gotta acept that old Monk is NOT coming back moreso considering how unpopular has been for ages, and they will force Blitz rework on our throats no matter what even if they will eventually fix some parts that are currently lacking and call it a day.
They are keen on lowering positionals on everyone to a minimum (im betting they will also lower DRG to 2 eventually), so it wasnt a Monk issue but simply Monk was the one most affected by the changes. We can fight for having a better, more cohesive kit instead of what we got but the time of heavy positional jobs is over considering how they have been nerfing the positional bonus since quite a while ago to the point that unless you are parsing for high scores you could ignore most of positionals and still clear the hardest content as long as you perform your rotation and use your buffs properly. Not even mentioning the "free positional" bosses exist for a reason
2.0 Dragoon's positionals were a hinderance to the job though, having them on heavy Thrust and Impulse Drive, miss heavy Thrust, you do not get the Heavy Thrust damage buff, miss Impulse Drive and it did not combo into Disembowel. This is positionals being a detriment to a job, you can complain about an unpredictable boss or get frustrated with the hyperactive tank, that is why they removed the necessity of hitting the positional to get the benefits and kept it at just the potency loss, though the one on Impulse Drive was moved to Chaos Thrust.
As for Monk's popularity, it is still unpopular going by FFLogs data. This is still early days, it might swing one way or another, who knows, however, nothing has changed and one thing we can be certain of, the changes have pushed some dedicated Monks off the job.
How are they lowering the positionals on everyone? Monk is the only one that got positionals removed. Dragoon still has the same, Samurai has the same, they were changed from losing Kenki to losing potency however and Ninja has not lost any, though they would probably be used less because of Forked/Fleeting Raiju we cannot comment on Reaper as this is the only version we know. Even if you had kept all positionals, Monk would have still done less due to Masterful Blitzes likely not needing a positional to increase potency (no AoE move does after all).
If positional bonuses are small enough that they are 'useless', then why get rid of them in the first place? By your own admission it didn't affect anything so why not have it there for those that want it? As for Omni bosses, think about the arena and what the fight forces you to do. The only one in EW that comes to mind is the second boss of Pandemonium, where in the fight, you are heavily restricted as to where you can move making landing positionals in some cases impossible for large stretches of time. Infact, lets list the EW bosses that do not have positionals:
83 Dungeon last boss, can't get to back, 89 Dungeon last boss, can't get to back, level 90 Dungeon, TDE second boss, IIRC this boss doesn't have positionals, however I believe this is because the boss doesn't really have a front or back, it doesn't even move throughout the fight, not even spinning, so I believe this one is a design choice. Level 90 dungeon, Sm, the first and last bosses, you cannot get to the back, level 90 Dungeon, TSD, only the last boss has no positionals and you cannot really get to the back effectively and considering it doesn't move or spin your back would be close to the wall always and it would interfere with fight flow. Level 83 and 90 trials you cannot get to the back of. From the raid I have already explained.
So, of all the bosses in EW so far, there are only 3 that are omni-directional and you could in theory attack all sides but due to fight design, they made them omni-directional.
There is no precedent for removing positionals, there is no pattern that shows they are attempting to remove positionals and I guarantee the backlash would not have been so big if they had stuck to the original plan of just removing the positionals from Raptor Form. People wanted a high positional job, that is a reason they went to Monk and now that is gone. There was no need to remove the option.
EDIT: I'm not going to change anything from my original post, just correct a mistake. the level 90 dungeon TDE second boss does infact have positionals and the boss does not move during any of it's AoE attacks, not even forcibly, so I made the mistake in assuming it was omni-directional. Which puts the number of omni-directional bosses who do not have a but against a wall down to 2.
It's funny you say "old" as if it were as long-past as DRG's initial positional functionality rather than comprising literally 5 out of 6 iterations (every iteration prior to this one). Yet that functionality change was just that, a change in functionality, not prevalence. It had fewer positionals, and portion of positionals, than it had today. It's merely that they were more impactful/punishing due to how they were coded.
I get what you mean, but note also that no positionals were removed from DRG; merely entirely skills that were seen as bloat and unfun were removed. HW added two positionals. StB added to the portion of skills which had positionals. ShB added a further reward for landing its prior two positionals. Apart from Heavy Thrust being removed as an unfun skill, positionals have only increased across DRG.
Yet, we wouldn't remove most cast times from BLM just because BLM's been relatively unpopular...Quote:
We gotta acept that old Monk is NOT coming back moreso considering how unpopular has been for ages
And, again, dropping positionals seems to have cost it every bit as many players as it's gained. There's been no significant change even despite the usual bumps in popularity (due to curiosity if nothing else) that follows most significant reworks.
It's still unpopular now lol. Removing positionals did nothing if anything to make the job more popular. Anyone that recently picked up MNK already has or will drop it and go play another job like RPR. I mean don't get me wrong 6.0 MNK is almost acceptable, it just needs something to occupy your time in between bursts, better Chakra and more prominent Blitz. Three changes that can be feasibly made in a mid-expac patch.
They've slowly come up, but Monk isn't the new hotness and didn't look exciting during job trailers. What did? Reaper, Sage, and Summoner. Monk popularity has been higher than many jobs I've seen, however. But what I'd say is: Just remove melee positionals outright at this point, across the board. And fill in the dead zones of the rotation.
Or, just speed up blitz. 40s between each blitz with 2 charges is honestly kind of boring. Drop it to 20s and call it good while refining it. Puts the class on a 60s cycle and actually brings the class closer to a HW era Ninja at that point, where you do stuff every 20s and then kinda do nothing for 20s, which was fun.
After that, give it the ability to do a fast blitz on boss start to sync up the rotation and, boom, the class is (slightly) more interesting. Possibly.
Job changes typically won't come until the savage patch at the earliest, so we'll see in a week.
Personally I don't care either way, though if they do come back I think Perfect Balance stacks should come with a True North effect. Constantly alternating dragon kick and bootshine while running back and forth like an idiot is more annoying than fun, even though it's not as prolonged as it used to be.
I just want more to do between 60s. I'd love an "ogcd combo" that doesn't get interrupted by Forbidden Chakra or any others. Maybe a 30s cooldown. Could make them fast and snappy, maybe based on Zell's limit break from 8 (a fast roundhouse kick, a headbutt etc)
Btw when will the live letter/ patch notes be out anyways?
I am getting a bit impatient about seeing what the changes will be.
You won't see anything until just before release.
i dont think positionals are coming back ,but i expect some bone tossed mnk's way
Basically this, except I like to add to that it's still too early in the expansion to say whether people would be MNK mains. I've had my time occupied with getting MSQ done, trying out the new shiny jobs Reaper and Sage, getting 1 of each role to 90 to help with friends in queue, working on leveling up my main jobs, and then work on crafting - while working with real life commitments of course. Afterwards, I'd consider leveling up my non-main jobs. I figure between all this and how MNK is looked on in multiple expansions, even if MNK becomes more fun to play in the current expansion, people wouldn't give MNK a fair go until after they played their other jobs and the novelty wears off, before moving on to try something new. With raids coming in though, that might be delayed a bit further, since most people want to prog with their main job.
Though I'd still agree that MNK should get a bit more to fully finish the kit.
MNK will be new to people who never played it before but they'll realize pretty quickly how boring it actually is.
MNK's general gameplay still feels outdated as hell imo, even just the animations alone are outdated and underwhelming.
Just the overall loop is essentially just 1 2 3 when you really boil it down only that now we have less ogcd's.
The Blitz system got old so fast too and it happens too irregularly.
It don’t need all the oGCDs anymore. It plays quite fast without them, and FC is only going to pop more often as gear gets better. Hell, it’s popping often now, so much so that you’ll eat stacks sometimes.
The blitz system is solid. They now have something to expand on in the future that can provide depth.
The only time TFC pops consistently quick is when you have Brotherhood active every 2 minutes, otherwise, the absolute quickest you can pop it is every 10 seconds (5 GCDs minimum at 100% crit rate, I am assuming a 2.0 base GCD here).
While it is true that as we go further into the expansion, higher Critical Hit means more procs an argument could be made as to why Monk is the only job that has this issue. Every other job plays as it should regardless of gear, but Monk gets the short end of the stick and we have to wait before it could potentially be more fun.
I also fail to see how the Blitz system can be expanded on in the future. In its current state, it is rigid in what you have to do with it. Get a Lunar with all the same, get a Solar with all different then whatever for the big finish. There isn't enough flexibility to allow 2 for single target and 2 for AoE, you could make PB change animations during the window, but considering having an update to Monks animations has been highly requested, that would seem to be a kick in the teeth. you could update the Masterful Blitzes themselves, but updating an animation and giving high potency doesn't change the core mechanic. So really struggling to find some way to build on it here.
However, all this still doesn't address the bigger issue, and that is Monk doesn't feel good between Blitz phases now. It has been said many times, lack of oGCDs and/or lack of positionals just makes the job dull and unengaging. I often find myself drifting and not pay attention for periods of time just because there is nothing else to do. Just stay at flank except for the 1 GCD where you need rear. If there was a oGCD with a relatively short CD to track, or if I had to pay attention to positionals more I could stay focused. The fact that when I do pay attention during the burst phases I do positionals out of habit shows that positionals aren't really hindering anything either. I got Reaper to level 90 just recently and I can tell you, I had to pay more attention to positionals whilst levelling Reaper than I did for Monk.
Monk still plays slightly faster than SAM, DRG, RPR, or NIN. Give Monk back its positionals, give those positionals crit chance interaction in place of their old potency boosts, and rework Riddle of Wind and we'd already be in a far greater spot.
I'd perhaps like to see the Blitz system expanded upon as not to just be "All-different, All-same, Any" on loop, with exception for the occasional extra Solar for (re)alignment with CDs over a given likely fight length, but it is a good base.
An ideal way to expand upon Blitz would be to give it some sort of connection/relationship with our regular Chakras, and by extension actually give us the Chakra gauge rework everyone's been requesting for years. (In other words, expand upon Blitz by building upon other aspects of MNK's kit) Alas, I don't actually expect SE to be capable of doing that considering their current job design philosophy.
It doesn't, only if you look at GCD but that's not all that matters and what makes it faster.
Someone posted the CPM on Reddit about a week ago.
Job / CPM / Min / Max
NIN / 45.6 / 44.4 / 46.4
MCH / 45.1 / 44.2 / 46.4
BRD / 42.5 / 42.1 / 43.3
SAM / 42.2 / 40.5 /43.2
GNB / 41.5 / 39.7 / 43.9
DRG / 40.9 / 40.3 / 41.8
MNK / 39.8 / 38.8 / 41.3
AST / 38.6 / 35.9 / 40.6
DNC / 38.4 / 36.5 / 40.6
DRK / 37.9 / 36.6 / 39.6
RDM / 36.5 / 35.9 / 37.1
RPR / 36.0 / 35.1 / 36.8
SMN / 35.7 / 33.9 / 37.4
SCH / 35.4 / 33.1 / 38.0
PLD / 34.6 / 33.1 / 36.4
WAR / 34.1 / 32.4 / 35.1
SGE / 33.1 / 31.1 / 35.0
BLM / 32.8 / 32.2 / 34.8
WHM / 31.7 / 30.2 / 34.1
I mean, it's not like 2-3 additional buttons pressed in a minute is going to change how a job feels in terms of speed. Not to mention that MNK's CPM will probably increase by 1-2 points with the higher crit rates that we'll reach with bis, bringing it in line with BRD and SAM.
Still, I would really like to have an even shorter GCD...around 1,7 seconds, maybe. It's not like we can double weave at 1,94 anyway, might as well go faster...
I think you need to go and recheck the cd of the old ogcd's.
I absolutely feel the difference the downtime is rly painful and monotonous.
Elixir Field and Tornado Kick should've stayed ogcd's imo, it's rly bad that we lost Tornado Kick altogether outside of synced content and Flint Strike which was a new skill is just a synced skill too...
Flint Strike should've been in Elixir Fields place and the Blitz skills should just be what they are from the beginning I hate how they took old skills and essentially either removed them or threw them into another system as gcd's.
And yes you can double weave unless you have a poor connection or you're too slow.
It's often recommended against because it's safer not to but you can.
We still double weave in our Elixir Field, Phoenix Rising opener.
There ends up being quite a bit of double weaving with Forbidden Chakra when Brotherhood is up, but it's clunky and inconsistent as hell :/.
If you want to be safe you don't and essentially just waste a stack.
But I find myself having to double weave it with Blitz a lot.
Ability to double-weave depends on one's ping. I could double-weave fine even under Enhanced Arrow (1.68s GCD) in Stormblood so long as I was playing under VPN (otherwise, despite living next door to the server, ping was over 40 and packet loss was terrible).
Moreover, if SE would just stop resetting the animation locks of skills upon server verification and would allow for all oGCDs to be queued, anyone and everyone could double-weave at any GCD of 1.5s or greater, since each skill has an animation lock of only .5s. (The problem, again, is server verification restarting that timer, making it effectively .5s + gap to next server poll + round trip time + one frame's delay, because of how wonkily this game is coded.)