Remove the positional requirements for monks in pvp its like we are fighting at half potency all the time to me I think its not fair because most of the time we cant hit position on moving target unless they stand still
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Remove the positional requirements for monks in pvp its like we are fighting at half potency all the time to me I think its not fair because most of the time we cant hit position on moving target unless they stand still
Yes and allow mages to cast free of interruptions while we're at it...:)
GL3 makes up for it, and u get 2 extra ways to get it quickly from pvp abilities
At least you have the abilities to reach your full damage potential without interruption~
The issue he's talking about isn't getting GL3, but getting the positionals. And honestly, you're prone to losing GL3 easily when it comes to PVP considering the numbers of sleeps, binds and stuns going your way.
Idk know if most people realize how low potency monks attacks are if you dont get hit into positionals. I think some people who commenting never play monk and for you mages what do you except about interuptable when you get hit you can stay in the background safe n keeping up with dps and then when we attack you. You put us to sleep then cast another strong spell
Would be nice if one of their PVP actions removed positional requirements like Dragoon's Impulse Rush.
I guess on the warmer side they don't have to worry about building the 1 > 2 > 3 part of their GCD rotation to get to their highest burst potential like DRG or NIN (NIN less so) does.
My Monk's only 40 something atm, already got the i110 pvp gear and I'm looking forward to trying it out in FL once it's 50.
Also their traited Second Wind + Mantra is a pain in 1vs1. They give me more grief in 1vs1 than any other melee..
Well my comment was a flippant one,but i'll respond to this anyway...
I play pvp in the real world,i don't have carefully orchestrated pre-mades to dominate with where everyone has their role,i like many others go in solo and let me tell you,as a solo mage playing on teams of solo minded players,monks(and just about any other melee class)routinely come into my team and actively seek out casters.I've been hit by 13 melee lbs in the past 10 games,maybe 11,i get constantly stunned,slept and bamboozled all the while futilely swinging my littlewand trying to get a single attack off that isn't a scathe while everyone else is off doing their own thing or picking their nose,who knows.If the melees aren't up in my grill(or i don't have a skill up making me un-interruptible which most of the time doesn't matter because i usually still don't get a good burst off before the melees knock me on my ass) there's a bard harassing me making me all but useless,and again my team couldn't give a monkeys or are suffering tunnel vision.My sleeps are constantly on cd because i have to worry about more than just me in there so i can't rely on that all the time.
Granted,there are games where i'm not constantly harassed and just fighting to stay alive and my team mates are good and covering each other,but that's rare.
Imo in normal pvp melees have it pretty good when most of the time you're facing randoms/pugs,whatever you want to call them.Nearly every match i'm in i see the melees in among each others numbers,and they usually get a kill before going down and that includes monks,so i don't have much sympathy for them.
Two things to bear in mind,i have not played melee yet in pvp or much at all in pve,so i don't consider myself knowledgeable on their skills,i just know what i see with my two eyes day in day out.
I also only really do frontlines 70% of the time it'd be 24man,so my views may also be coloured by the fact that in there it easily becomes a cluster frak.
Now in closing,i don't truly believe what i said about us being un-interruptable,but i WOULD like it to be chance based and not certain.
Some of these mechanics would be good if they allow the mateira like sleep and interruptable to work on pvp so if they would like to have a chance percantage to interupt healers n Mages cant just spam sleep for 30 seconds everytime we get in close
While I agree with your statement, this has nothing to do with the fact that monk is absurdly difficult to play in pvp. When it comes to melee, choosing monk puts you at a disadvantage. Most of DRG and NIN's attacks have no positional requirement, which is a HUGE advantage over monk. Do you know how much dps monk loses without their positionals? A lot, roughly around 30-40% potency loss before buffs.
I seriously tried to play monk in pvp, and it just doesn't work realistically. Getting stacks up is not a problem since a lot of pvp skills have instant stacks or perfect balance effects, its just the positionals. Kudos to monks who dominated though.
Can't wait till next Slaughter match I'm in, I'm going to focustarget a monk, and every time they come into range I'm going to use this handy macro:
/ac "Sleep" <f>
Not only that but mnk needs to act cautious when attacking as they have no easy way of escaping. If your CDs are down you are being risky and death is almost certain unless you got some backup. You could sprint and throw away your TP...
Fists of wind helps somewhat with the range, but even then most of my attacks wont go off when I chase someone. lag perhaps?
When I try to hide from a range dps, the hit detection for the range dps seems very forgiving. Even though I'm clearly not in line of sight they still somehow manages to hit me. When it's like this why cant melee range hit detection be a bit more forgiving?
Again, this could be due to lag.
1 way of making it easier for mnks would be to make positionals work from the flank AND the back during pvp, as it is next to impossible to predict player movement.
Especially during 72 man slaughter, when drones are up, range dps clearly has an advantage over melee.
Rumors going on around that SE might take away positional for pvp only and still retain its potency on those attack.
It already comes at a steep price in its price of tp lol not only that but you have to pick between using that or dropping twin snakes buff which is pretty important.
I think Monk has many troubles in PvP (specifically Frontlines) but positions are probably the least of their worries.
Removing positional requirements for extra damage probably won't make much of a difference to their (under)performance.
Many times playing Monk you wish you could just hit the person at all, never mind how much damage you're dealing. At least Dragoons have Feint. But while playing Monk I'm tempted to leave Fists of Wind on all the time.
I don't like your suggestion at all.
Here are some suggestions that I think would help a Monk much more:
- Range. Where the hell is Chi Blast? We better get something like this from the Expansion or I'm quitting Monk for good. Right now Monk has to put themselves in extreme danger in order to deal any damage whatsoever. Don't you dare bring up Howling Fist either, as it has no purpose other than adding extra damage by weaving it inbetween global cooldowns in your combo.
- Mobility. Shoulder Tackle needs a massively decreased cooldown. And probably a closer minimum distance as well. Sprinting sucks because it removes your ability to deal damage whatsoever also! Invigorate and Enliven just don't cut it. Their cooldowns are too long for Sprint to be used Offensively. Our only choice here is Fists of Wind.
- More disables. Steel Peak is nice, but Haymaker and Weapon Throw aren't cutting it. Weapon Throw needs a naturally lower cooldown and Haymaker needs... like... an option to activate it without dodging to still slow but deal less damage. This is the only edge Dragoons have over Monks (Feint). Also when you jump on a White Mage, what's the first thing that happens? You get pushed back by Fluid Aura and bam, that's it, it's over, you're done. You have no answer to that. Against other classes, you get kited to hell and there's not much you can do about it. Again I defer to Fists of Wind, your only chance of catching someone since you can't disable them reliably.
- Durability. As I stated before, Monk has to put themselves in extreme danger in order to deal damage. Yet often they aren't tanky enough to do so. Shoulder Tackling into a crowd often means certain death. I think Monk could use some kind of new Defensive skill other than Featherfoot, since some skills just plain can't be dodged. A skill that reduces incoming damage would make much more sense here.
Yo if you're not tactically using Sprint + Enliven/Invigorate as it's available you're missing out on major potential, highly recommend AP invest in Enliven CD reduction.
As for Haymaker/Feint, when would you ever want to waste a GCD for that. Unless it's part of a class's 1>2>3 combo (it isn't) it's just a PPS reduction. The debuff is largely rendered irrelevant because you're now a GCD behind in your rotation.
Edit: After further musings, I think PUG's traited Featherfoot should remove Heavy. C'mon SE, plz!
i think mnk survivality is good in good and not bad, its just prolly u that cant take its. whm can fluid aura anyone not just mnk, and stun lock can also be applied to anyone if not prepared for it. mnks suffer mainly 2 ways in pvp, positionals and keeping stack. they only need to fix any of the two. take away positionals so ur only worry is the stacks or give an ability that prolong stack and only worry about positionals. heck heres another able to attack while moving. sure positionals will still be a pain but will be able to attack and keep stack up. i play alot of pvp AS a mnk and werfe fine n there.
Monk was the most fun class to play in FFXI pvp, too bad it is clunky and awkward in XIV pvp...