Unless I read it wrong, they made damage protection from 10% to 5%. Was there a point to that? FoE was already useless because it's more situational rather than mandatory.
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Unless I read it wrong, they made damage protection from 10% to 5%. Was there a point to that? FoE was already useless because it's more situational rather than mandatory.
It's a pvp only change. And no, it really wasn't necessary, FoE was good when fighting in a cluster but monk wasn't so OP because of it that it required a nerf... I guess they just thought monk was "too tanky" compared to dragoon. Having enhanced featherfoot, 10% damage reduction, enhanced second wind, recuperate, AoE silence and AoE pacify. But honestly, as the only job with no ranged attack, meaning it has to be constantly up close, it deserves a little extra tankiness.
Just another case of the dev team sniffing glue then taking a job already in a bad place and making it worse.
Dont forget a stronger mantra too, but I totally agree this change was stupid. They should also nerf drg abilities, dont know what they got, I guess keen flurry and nin hide?
Think you miss read. Its a PVP only change.
Only a pvp change...well that's even dumber lol.
I totally agree with this. The nerf confused me because it was the most trivial, unhelpful change for mnk they've made so far.Quote:
it's a pvp only change. And no, it really wasn't necessary, FoE was good when fighting in a cluster but monk wasn't so OP because of it that it required a nerf... I guess they just thought monk was "too tanky" compared to dragoon. Having enhanced featherfoot, 10% damage reduction, enhanced second wind, recuperate, AoE silence and AoE pacify. But honestly, as the only job with no ranged attack, meaning it has to be constantly up close, it deserves a little extra tankiness.
It's a PvP only change, but even then it's so weird. FoE was never so strong it needed a nerf. It didn't outright stop damage like Ninja and you give up dmg for it while DRG simply existing is mitigation dmg.
But, I gave up on SE making meaningful changes to jobs back when they nerfed Stoneskin on the account that they felt it would make WHM mandatory, and then gave AST a 20% balance and 170% Noct shield.
lol if your into PVP you know how good monk is in feast , having 10% dmg reduction in there is godlike combine that with defence buff and you become a tank with crazy burst.
you PVEers dont have to cry because its still 10% for PVE please read the tooltip..
This exactly. Even tanks don't have that mitigation while in DPS stance, monks can routinely 2-stack and still survive bursts with a good healer due to the 10% constant damage reduction and it doesn't really affect their damage output. It was a much-needed nerf and many people in the PvP community are probably rejoicing (while monks are likely grumbling).
Mitigation skills on a CD are very different than a constant 10% damage reduction - especially with almost no loss in DPS (5% FoF bonus making GL3 35% vs 30% damage increase is laughable compared to FoE's reduction). Over the course of a full match that 10% damage reduction can easily exceed 100k in damage reduction, where ninja's shadeshift with a 120s cool down over an 8 minute fight is around 8-10k damage reduction. monk's FoE is at least 10x better than ninja's shadeshift and monks can activate FoE or FoF any time they want to quickly stance dance for the 5% dmg bonus or 10% dmg reduction.