With goon/nin/mch buffs we are totally out of the picture now.
I don't know what I expected at this point.
It's like all these threads of feedback that have been going on since the start of Stormblood count for nothing.
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With goon/nin/mch buffs we are totally out of the picture now.
I don't know what I expected at this point.
It's like all these threads of feedback that have been going on since the start of Stormblood count for nothing.
At this point the only Monk change I can see happening is the Devs deciding Elixir Field is too fun and replacing it with another tackle.
I mean, what did you expect? We've been getting the short end of the stick since 3.0.
I wouldn't be surprised if we saw a nerf somewhere.
"NIN:
Doton bug fixes (?)
Shukuchi's animation has been tweeked (i.e. animation lag will be decreased)."
Buff? The Change to Doton will most likely be a nerf again since it currently gets buffed by the dripping blades trait (20% physical dmg buff) which was odd because Doton should have been magic dmg but I imagine that they won't really compensate the 20% dmg loss fully.
Nin's the only job that gets nerfed the 3rd time in a row during SB now...
We might just have to wait for the full notes. They didn't really cover all the jobs. you know?
How about you wait for actual patch notes before creating a hyperbolic complaint thread?
Yeah, no. If it was anything worth mentioning they'd have mentioned z or at least hinted at it here.
It's kind funny though. More and more jobs are becoming less punishing for missing positionals.
Yet Monk remains heavily punished by the boss even looking the other way. I really don't get it. Does Monk not deserve the same QoL treatment everyone else is getting?
If they gave us all our potencies back would we be ok?
sorry for being optimistic >_>"
I'd rather be ignore than acknowledge and completely miss the point of peoples complaint? Hypercharge buff, but the majority of complaints for MCH is the gameplay you nerfed out to try and fix us...
It's a lot of things, Job mechanics that have been frustrating forever that have somewhat simple solutions that the devs opt not to take in favor of the most asinine ones, a complete lack of anything that could be called new actions, our old useless actions being untouched despite the devs saying they wanted to fix that in the action rework, and so on and so on.
There's a whole grocery list of complaints that I fully expect to go unaddressed.
I stop expecting anything about mnk since 4.06 though.
Probably worse for SMN.
It's not a potency issue. It's about the RoW and RoE + tackles issue and a % of the mechanics rework. Also getting back all of those potencies as you said will position us on top of DPS and it's pretty clear that this won't happen because of the marketing related to SAM and SB and top DPS.
So the devs must think that we love using earth and wind tackle and swapping in and out of fist stances? Funny part is that there isn't a fight within savage that requires RoW nor RoE. Only Exfaust requires RoE and I don't even consider that a main fight T_T. No changes to tornado kick sucks. I mean I don't really understand why it hasn't been changed. For comparison, Turret Overdrive used to be a TK for MCH however, they buffed it so that it does equal damage to what the turret would have done if it was still active for 30s. However with buffs it becomes stronger to use. (It also lines up perfectly with it's own HC debuff).
Tornado Kick should theoretically do the same as they were both designed with the same usages in mind. I would honestly prefer it if they made the same change to Tornado Kick. Currently it's a dps loss to use unless you get lucky and crit or direct crit. I'm not sure how it works out if buffs like TA, HC and say Embolden are up and if it's worth using there. But either way you sacrifice so much to use it. I want to love this job because I mained it since 2.1 and HW aesthetically was a step in the right direction. But SB just makes it so painful to play gameplay wise.
DPS wise it's alright, but it's not in a better spot than it was in HW. Except this time we're actually not even top dps lol and don't bring nearly the amount of utility to make us in any better of a position. Also why are they changing heavy thrust to suffer less from missing positionals? How about changed True North's CD down so all the f*cking melee can benefit from it instead of favoring DRG to the point we're gonna end up at HW comp again. The only saving grace right now is that SMN is going to be batsh*t OP. It's currently right behind SAM and gives damage utility along with res utility.
My fixes would be:
-Get rid of tackle mastery and all our useless buttons or rework them, again.
-Get rid of the fist stances and have them as traits. or just keep fists of fire as a trait.
-All Riddle of X removed and instead gain GL4 which could work similar to BotD or keeping enochian up for 30s (except with GL3). GL4 could be a 20s buff, and allows TK to be used without sacrificing all GL stacks. using TK ends the buff. (similar to Deathflare and DWT) Upon ending, GL3 is returned and the counter starts ticking back up for GL4 usage. If the devs deem that too advanced then just a BotD style buff every 90s would be fine.
-TK to be at least equal damage upon use instead of resulting in a loss except when GL3 is going to drop or we're about to finish a boss.
-Potencies returned on GCD skills. or Potency returned to Forbidden Chakra. I don't care which lol
-Brotherhood affects the Monk.
-Perfect Balance CD reduced to make up for the lack of RoE. GL Timer extended to 30s to match the timers of everyone else.
The affects can be tweaked to match Monk's current output or slightly better it to a more stable position. I honestly just want a more enjoyable, better flowing monk playstyle than this combination of fast/slow/rng/convoluted crap that we currently have
These forums only account for a small percentage of active players. Like, REALLY small. But wasn't the whole point of these to provide Square Enix with a way to receive feedback from us? If that's the case, why the fuck are they ignoring us?
THE RIDDLES SUCK. BROTHERHOOD IS UNDERWHELMING. TACKLE MASTERY IS POINTLESS. THE FISTS NEED TO BE REWORKED.
One of the biggest arguments against changing Monk is the high DPS. Maybe this is just me, but I'd be happy even if the necessary changes resulted in lower DPS. I just want to enjoy my favourite class again. I've had to struggle to look elsewhere and no other job has given me the same sense of aesthetic satisfaction that monk did. Samurai held me over for a time, but even that grows stale in comparison.
Instead of spending resources to make Bards able to freestyle in public, they should have taken the time to actually fucking READ player feedback. Yes, I'm salty as FUCK about the bard thing. It feels like a slap in the face. Won't make needed job changes to fix the core gameplay but instead will add cheesy crap to make the game more RP-friendly.
They ignore the english forums because we are not able to give useful feedback. People start useless threads everyday for trivial matters and usually the discussions derail to "this sucks, that is useless, SE hate this job!"
It doesn't help that more often than not people clearly have no clue about the jobs balancing process.
As for the specific subject of this thread...did someone really expect a overhaul for MNK in 4.1? Of course it's not going to happen. They migh tweak some potencies/buff duration/chakra proc rate, but don't expect anything more than that. They're just not going to change mnk with a patch.
That didn't stop them with White Mage. Or Warrior (twice now since stormblood launched, I should add)
That and people have been asking for changes to the fists for almost 4 years. One patch? Get real. This problem has been around as long as FF14 has. They just don't care. They have very clear favourites as far as Jobs go.
What? Mnk is in a pretty good spot. It's dps is really good and it brings utility, albeit not quite as good as Ninja. Go look at the highest dps of any content and you'll see quite a few mnks among the BLM and SAM(which have no utility like brotherhood). If you're complaining about losing GL then you're honestly just playing the class wrong.
But tackles and tornado kick are actual garbage that need reworking.
The Healer Role is in a mess itself the cross role system is terrible. The design of the classes just keep clashing with each other.. Real Balance..
I guess that White Mage buff to Cure I, Cure II, and P1 changed anything oh wait.. Pure Healer is still worthless with the current design of the game.
Astro has like what 9 buttons to do things that they used to do in 3.5?
Schs has its own mess of issues.
At least the Devs have GL4 for Monks if enough monks complain.. The entire Healer role has no answer.
There's been plenty of useful feedback about Monk, they've been getting it since 3.X when #deletemnk was the new trendy Meme, they just elected to ignore it in favor of other stuff. After a point, I and most other people can't be bothered to repeat talking points that have been repeated for years like"One Ilm Punch/Purification/Arm of the Destroyer/The Fist Stances are useless" with several paragraphs supporting it or feedback for the new abilities that's been similarly repeated like "Tackle Mastery is a bad trait because X Y and Z, Riddle of Fire feels terrible to use, and Brotherhood makes Monk too composition dependent." They've already gotten that feedback and all we've gotten is "Nah Riddle of Fire is fine, oh yeah GL4? We decided not to." If they go years ignoring feedback and brushing it off like they don't care, then of course people are going to say that the Devs don't care. That's how the devs have been acting.
And you're correct, there's nothing to suggest that Monk would get touched at all in 4.1 especially on the level that the kit actually needs to make our useless actions useful, that's the sort of thing that should have happened at 4.0. It's precisely because that should have happened at 4.0 that I think we should continue to complain about it. I'd rather they know we're actively discontent with Monk's kit, both old and new, than to say nothing and let them assume there's some degree of tacit approval from the playerbase.
The sad part is this is the same dev team who either claim or believe that chat removal from feast was what got more people into pvp, and not Garo or GC restricitons being lifted. Or the fact that people spammed fates to level and assumed we loved fates and put them in the Atma phase.
The worst part is i'm almost sure GL4 was a thing at first. If you go back over the the monk in the benchmark (yeah i know, benchmark, lolz) It shows the monk attacking with roughly a 1.8s GCD. So fast so that it clips the demolish animation. I fully believe even though it was just a benchmark that it was also a test build for GL4 and they opted out of it in the full game. Which really sucks.
https://youtu.be/3_JxY2pRHn4?t=1m34s
for reference
A job is not all about it's DPS.
It PLAYS badly. RoF is a clunky mess that goes completely against the identity of the job.
And speaking of identity, what is that now? We're not the fastest. We're not the strongest. We barely offer utility. What is Monk there for?
Derplander is a MNK for Stormblood art / trailers so it's something I guess :rolleyes:
You're an all rounder. You do almost the highest damage, you bring good utility, you're almost the fastest. Contrary to HW you're actually not outright disdained and people use you. It sounds like all you're really mad at is RoF. Mnk is absolutely fine.....except tackle mastery and tornado kick, those are actual legitmate dead end mechanics(esp the former) that need a serious look at.
To md MNK isn't about being the fastest(really you haven't been the fastest since NIN was released so...stop making stuff up), it's always been about dealing massive damage with very weak attacks, and it still accomplishes that role. The only dps that rank higher than it are the meta. You could literally argue "what is __ there for?" about any dps that isn't NIN DRG MCH or BRD.
Besides they already stated they were not changing RoF nearly 3 months ago. Deal with it or change jobs back to WHM.
Most of this post is wrong.
Monk's identity has been going fast since 2.X. That was it's draw then, that's what people still want from it. The devs didn't say they weren't changing RoF either, they said they would change it if there was enough demand for it. Consider this and all the other posts asking for it to be removed as demand.
You're also massively understating the issues with Monk's kit. It's not Just Tackle Mastery and Tornado Kick, it's Purification, Arm of the Destroyer, Fists of Wind, Fists of Earth, Fists of Fire One Ilm Punch, Perfect Balance, Forbidden Chakra, Riddle of Earth, and Brotherhood.
Arm of the Destroyer is so massively weak that it requires a stupidly huge pull for it to be worth the massive TP cost to use. Purification is practically a moot point now that we have infinite TP even before Riddle of Fire's slowdown. Fists of Wind, Fists of Earth and Tackle Mastery all share the same stupid problem of false choice sinnce there's literally no reason to be out of Fists of Fire. The fact that the Earth and Wind tackles are both half baked at best hardly make any difference. One Ilm Punch's stun is a joke, so is Arm of the Destroyer's silence, there's no point trying to count on something so unbelievably reliable when a tank can take interject or you can take Leg Sweep (or even stall your shoulder tackle). Perfect Balance's cooldown is six times as long as Blood of the Dragon's and Enochian's, they can go through a phase change and come out the other end with their buff but Monk is almost always going to have to slow build back up and Riddle of Earth is the stupidest possible solution to that particular problem. Unlike Blood of the Dragon we can't just hit the button to extend it, no we have to get hit, so for quite a few phase changes we can just have our stacks fall off because we didn't have enough time on GL3 even with damn near 100% uptime on the boss if it takes it too long for the attack to go out (see: Ala Mhigo Final Boss, Shinryu, and Ruby of the Violet Tides Final Boss). And worse, in some cases we have to take the games equivalent of the slap on the wrist, a Vuln Stack, to do it. And don't get me started on Brotherhood, it's not a problem that it only buffs physical damage, frankly it just buffing physical damage, but the fact that it doesn't proc off spells makes Monk absurdly comp specific. Got more than one caster? Well you're out of luck, say goodbye to about 100 DPS. Are you doing a 4-man? If you've got a caster as your co-dps and a Dark Knight as a tank then congratulations, you've got nothing. If it's a Warrior tank and a cast, enjoy your measly 1-2 chakra. If you're somehow lucky enough to have a Warrior and another physical DPS then if RNG smiles upon you you might get enough chakra for 1 FC. Is there another Monk in an 8-man PUG? Well one of you is going to miss the party buff window or lose out on your Brotherhood because they overwrite eachother. RNG Hates you? Enjoy your brotherhood flubbing and giving you a whopping 2 chakras. RNG Likes you too much for a moment? Enjoy losing a bunch of Chakra to Forbidden Chakra's cooldown.
There's a lot of issues with Monk's kit my friend, and most of them have existed for way longer than Stormblood. That Monk is functional is in spite of them.
It honestly feels like they are either not putting resources into the job, or just need to get new people working on it. Because the "updates" it got from Stormblood are seriously the laziest and most misguided ones I could think of. I didn't expect anything in the way of updates for 4.1 because it hadn't been talked about. But I'd REALLY hope the dev team is aware that the job is not "just fine." And is working on updates.
I'd also elaborate more on my issues with MNK but SpeckledBurd did a pretty good job of pointing out things just before me.
People that don't get it always bring up the dps isssue....
Which is not what we're ask for.
We need useful ability to help us Evole but right now LV 66 traits is worse than Devolve.its completely useless.
Even Brotherhood,Deep mediation traits,Riddle of Fire,Tornado Kick are not actually help mnk evolves into the right direction-
But they're still have their uses in the right situation/circumstances.
NOT Tackle Mastery though,NO,it shouldn't exist in the 1st place.
It should be replace with more useful traits like ...for each Forbidden Chakra used,Perfect Balance,Brotherhood,ROF cooldown reduce by 5-10 seconds.
This is my biggest gripe with MNK at the moment.
Before any of you other dumb DPS say "oh but Trick Attack doesn't stack! Battle litany doesn't stack! Foe's Requiem doesn't stack!" Those are raid cooldowns. You can use Battle Litany whenever. You can have one ninja use TA for his first ninjutsu, and the other use raiton or fuma. Then do TA on the second with no DPS loss. Brotherhood is, first and foremost, a monk personal DPS cooldown.
Imagine like, only 1 Black Mage being able to use Enochian, or 1 Dragoon able to use their Eyes (the other guy just loses theirs lol sucks for him). Or only one Bard being able to use any song at all. It's baffling.
How was "most" of my post wrong? I mean maybe my issues statement but everything else was my opinion or a fact and neither of those can be wrong. I willl admit i didn't cover every issue of MNK and kinda condensed it....and forgot about one ilm punch admittedly(it's that useless!). The reason MNK isn't getting huge overhauls a la smn is because it's mostly fine. It isn't broken, it does good damage, people play it. It does actually have a few issues but none of them are very big. I was actually just gonna not respond bc it felt like too much work but after a few hours I decided to....I was a little visicous and unclear anyway x.x
Mnk hasn't really been the fastest since ninja was released. They get the exact same speed buff. Mnk being the gotta go fast whatever is a personal gripe and to me that isn't mnk.
Arm of the destroyer, is actually not bad. You'd use it on any dual pull or more. 50 potency per enemy essentially means you'd use it with 4 or more. The silence is useless though. Purification is for AoE. You use your chakra on that instead of FC so you can keep Aoeing.
All of the fist stances, I actually kinda meant to include them when I said Tackle Mastery, to me it was synonymous. They feel tacked on and mostly useless.
One Ilm punch having the unresisted stun isn't bad but it requiring you to be in a stance makes it useless, but a lot of classes share this trait of having useless skills so meh. That is not exclusive to mnk so...they have a lot of work to do really.
Perfect Balance is a tad long but at most I'd say make it 90 seconds. The ENTIRE point of MNK is to have a simple rotation that does a lot of damage. What makes it hard is trying to keep up GL. That IS your mechanic. The devs have made that very clear from the start with how they've done mnk skills regardless what you might think. So any complaint you have about keeping GL goes in one ear and out the other. However!! Long boss transitions are extremely annoying and unfair to the mnk, but a 90 second PB would fix that for nearly every fight.
Forbidden chakra could probably use a slight animation/CD reduction but i mean....that clearly isn't an issue for top dps mnks that rival SAM and BLM so it'd just end up a flat dps buff to get even more FCs in.
Earth's reply actually adds on to the whole attempt to keep GL, sorta. In a lot of cases you can keep GL if you time it right. Making it just refresh your GL would go against the difficulty of the job, sorta. But again long boss transitions with no damage are kinda unfair.
I do not believe MNK should be able to just reapply GL willy nilly like DRG. MNK's rotation is simple. DRG's isn't. That was unfair that in HW DRG had to not only try to keep up BOTD but they had a complex rng sprinkled rotation. So they made it simpler, now DRG only needs to really remember its rotation and spam its many ogcds. MNK only has to keep up GL, it doesn't have a complicated rotation or an excessive amount of ogcds.
Brotherhood. This is the rng mechanic. I wanna say 6(?) classes in this game have rng mechanics that make their dps skyrocket if they get lucky(esp in brd's case). Again not really unique to MNK. But MNKs rng mechanic will buff party dps regardless of if it actually gives you personal damage. And it only affects phys....well smn's debuff only affects magic so ...idk /shrug. I actually didn't know BH was overwritten by BH(maybe I shouldn't be talking then huh) but that is pretty stupid and feels like a huge oversight.
I personally don't really care about RoF, I like the idea of being a powerhouse for 20 seconds.I was rather unspecific when I just said TK and tackles were the issues but I consider those huge issues since it's like they added a bunch of nothing in SB and that kinda rubbed me the wrong way. And TK just got a reduced cd so players that don't know any better just use it at every gl3 >.>. I think MNK is better off than HW though. Yes it has issues but so do a lot of other classes, and mnks really arent that bad in comparison to some.
Except maybe BH not stacking. Srs SE?
Monk is not my main class anymore, because i like healing more, but imo monk always played fine and doesn't need an new rotation or something. For me the class is still fun, despite riddle of fire making you slower. The only real issue for me is that Wind is more or less useless still. They should change something there. Healers are fine atm and need only very little tweaks here and there.
Healers are fine? Guess sch is dps then.
Simple fixes to Monk include:
- One Ilm Punch granting a GL stack instead of stunning.
- In light of this, Tornado Kick gets its cooldown increased to 60s.
- Make Elixir Field/Howling Fist/Steel Peak independent GCDs like Empyreal Arrow on BRD, with TP costs to compensate for their ability to be affected by GL's weaponskill reduction.
- Freeze GL's duration during Riddle of Earth.
- Remove Earth's Reply and simply apply the effect during Riddle of Earth baseline.
- Increase the duration of Riddle of Wind and persist after switching back to FoF so it's actually useful for splitting off to a critical add and back to the boss.
- Allow Riddle of Wind to persist even after switching stances.
- Increase the damage of Fire Tackle.
- Remove the stuns on Fire/Wind Tackle while increasing the stun of Earth Tackle.
- Allow Brotherhood to affect spells. Reduce the proc rate to 15-20% to compensate.
- I can't speak to how necessary removing the attack speed reduction on Riddle of Fire is, but as someone who plays a lot of doubleweaving classes (BRD/SMN) and is on the east coast in a semi-rural area I think it'd matter to me if it was removed. Can't speak for everyone though. I'd probably buff it's damage increase instead.
Things MNK actually needs in the future:
- An oGCD/proc that rewards you for having GL3 up. Either a Foul-mechanic or a proc that triggers whenever you use a Coerul form skill while GL3 is up. This could even be Chakra.
- Give more Chakra abilities. Really just an AoE to pick instead of The Forbidden Chakra.
- Buff Fists of the Destroyer by 10-20 potency. It doesn't need a lot due to how much surplus TP we have, just enough to be worth using against most mobs.
Some good suggestions, but this change would be boring imo, since trying to find ways to keep the stacks up is part of the fun, despite being sometimes frustrating, if you can't find a way. Maybe, they could use riddle of wind to either reduce the cd of balance or to freeze the timer for a few seconds instead of an permanent freeze. What? :confused: Anyway not the topic to discuss this. But i'd like to know what your opinion about the class is in the healer sub forum.
I don't get what they're doing or the reasoning behind it. MNK has good enough damage, but it's how it plays that's the issue. So they leave it alone. Meanwhile, they address a lot of SMN's issues. It was already doing as much damage or more than BLM, so they give them some buffs. I don't see why they'd have SMN with more utility / combat raise do more damage than BLM (and BLM is already doing less damage than SAM despite filling the same "selfish DPS" role but with cast times). And similarly, I don't see why they'd leave MNK where it is with how it feels to play. It used to be my melee of choice. Now I just don't play melees.
Maybe there's something for MNK in the patch notes down the line. But those 4.0 changes didn't entice me to stick with it, and I'm not optimistic about changes held until the last minute.
I had been thinking that monk needs some more abilities borrowed from other games to add more fun with flashy spells. I would probably suggest Dolphin Blow (Single Target FF7 and FF8), Flame Dance (AoE FF6 Blitz), Air Blade (AoE FF6 Blitz), and maybe Phantom Rush (Single Target FF6 Blitz also known as Bum Rush). I would have said Aura Beam from FF6 Blitz, but it's kind of in game already as Elixir Field. As for how these spells can be applied, it can be up for debate if it should be oGCD, GCD, a replacement for some old spells, or even an input command with weaponskills. Since the expansion is already out, it is likely easier to just have them use Chakra and offer ways to get Chakra from the rotation such as using a Couerl move with 3 GL stacks up (as suggested by Grimoire-M).
For the Fist Stances, they would probably just work better as cooldowns or baked into other existing cooldowns / traits. Fist of Earth I have only used soloing and Fist of Wind when the boss has their "chicken intermission". It's a wonder these are still in game since Fists of Fire is the useful one "95%" of the time.
For Tornado Kick, I have only used it on enemies about to die from one hit. One way to buff it is to make it do a really heavy burst attack, but that might jack up some PvP matches. It should probably provide a self buff that speeds up the acquisition of GL stacks or reduce the cooldown of Perfect Balance based on how many stacks it "eats up".
For One Ilm Punch and Arms of the Destroyer, they definitely need a rework. The stun and silence is too short and needing a specific stance makes them unreliable anyhow. I am thinking they might as well be our AoE choices for Opopo and Raptor stance with a buff to around 70 - 100 potency to make them worth it for 4+ targets. To compensate, the stun and silence can be removed. This might even be the big chance to put in ideas like Flame Dance and Air Blade as replacements if time permits.