Positional bonuses is actually what attracted me to playing a monk.
Listen, when you do AK and that 1 person falls off and you need to finish off the wall fast, tell me where that positional bonus damage is at?
When you are fighting a boss and it's aoe'n to no end; or positions itself in such a way where you have NO CHOICE but to attack it from where you are standing tell me how this is a plus? Example: Chimera, hydra.
I like fighting bosses like the wall. That's a very interesting fight, they should have more of these sort of bosses in game and remove positional damage requirements so that your damage isn't going to compromise an interesting/fun battle. Positioning for extra damage should be limited to ONE move.
I repeat, it's NOT fun to jump around with a majority of the skills and struggle for that extra 30-70 dps.
I don't agree, for me it brings a complexity to the class outside of pushing buttons in the correct order. I really chose Monk because in beta 3 I felt like at 50 the class would be more complex than most which makes it fun...to me. Monk needs some quality of life changes (pretty much all of them involve making disconnects more friendly to where GL stacks don't drop so quickly) but I enjoy the class a lot as a whole.
Go play bard. They have no positional requirements and do great DPS from last I heard. Last thing we need is every class being the same.... I enjoy positional switching and demon wall makes me appreciate that even more.
I played version 1.0 specifically for Monk before this positional junk was implemented.
You like being forced to "assume the position" I don't, I like freedom of my movements without penalty. And it's perfectly fine if you appreciate not doing optimal damage on a frontal only enemy; I don't share your enjoyment of this disadvantage.
So, why wouldn't you play another class when ARR released knowing this positional bonuses were being implemented? It isn't like you didn't know this would be a mechanic of Monks. It kills me that you would knowingly play a class that you know has mechanics you don't like, then complain about said mechanics.I played version 1.0 specifically for Monk before this positional junk was implemented.
You like being forced to "assume the position" I don't, I like freedom of my movements without penalty. And it's perfectly fine if you appreciate not doing optimal damage on a frontal only enemy; I don't share your enjoyment of this disadvantage.
You assume too much and fail at understanding the points.So, why wouldn't you play another class when ARR released knowing this positional bonuses were being implemented? It isn't like you didn't know this would be a mechanic of Monks. It kills me that you would knowingly play a class that you know has mechanics you don't like, then complain about said mechanics.
Playing Monk is why I started playing Final Fantasy Online since back in 2004. They implemented the positional requirements at the end of version 1.0 (2011). I have every class maxed out and play other classes. Playing my favorite class should not be so cumbersome.
they need to:
reduce the cd on shoulder tackle.
Remove the opopo requirement for the silence on AoD.
Rework all the 3 fists skill, those buff must be a signature moves for monk.
Rework how GL work, turn it to 1 big stack or increase the duration.
I find mantra too pretty meh, no real use atm.
Maybe let us use one IIm punch on something?.....
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