Quote Originally Posted by DatPotato View Post
Yoshida: It may be a bit difficult to understand without actually using it in game content. I'll tell you a bit because I want to hint at the rotation. This time with monk, we wanted to focus more on the Fists element, and the element type is reflected in Shoulder Tackle. It was important that you could see the impact of each type when you fight by switching between the three types. Originally with monks it was enough to get used to the fixed rotation, but when you enter a new battle with the associated uncertainty, you need to make quick decisions about things like whether to use Chakra or whether to keep going with the DPS rotation. Your DPS will grow if you excel at that, so I think monk should be rather interesting.


Yoshida: It feels good to use. Where DPS used to fall apart at breaks between phases, it's now designed to be able to sustain if you play it well, so, as usual, it's a job that can excel based on the skill of the player. There are also synergies that you'll need to think about how to use to their fullest potential.

Yoshida: The intention of the overall adjustments for DPS was that you'll be able to put out a decent amount of DPS, and all jobs will be raised, without much change what you've done before. However, the differences in player skill should become more apparent because with the simplified and clarified elements, there will be more room for players to come up with ways to further improve.

(Taken from : https://www.bluegartr.com/threads/13...ew-Translation)
Wow that sounds out of touch. He has indirectly diminished those exact concepts he's touting here.

Skill gap has decreased because there are now fewer adjustments any job can make to match themselves to given conditions. By slimming modulars (e.g. the time or GCD count between where a Demolish would land and when all its DoT ticks complete) and removing DoTs and other such skills that could extend these modulars to allow for multiple sub-rotations across varying attack speeds and uptime durations, rotations have become more fixed, not less.

Ramp-up and uptime dependence, or opportunity cost for salvaging incoming downtime, has increased for DRG and NIN, increasing the extent by which downtime can cripple your DPS. In its current functionality, RoE does almost nothing to help with this (since it requires that we're attacked far enough into the jump that a refresh would allow us to retain GL even onto landing), while the extension to base GL duration merely decreases skill cap and/or devalues Tornado Kick at equal jump durations, and again does nothing if those jump durations are increased by the same or more.

Fists themselves haven't become much if any more interesting. Fire will remain the only fist viable except when in need of a double-charge. RoF becomes an awkward DPS CD. The first is bloat. The second's just any old CD.