Page 21 of 47 FirstFirst ... 11 19 20 21 22 23 31 ... LastLast
Results 201 to 210 of 463
  1. #201
    Player
    Blanchimont's Avatar
    Join Date
    Jun 2015
    Posts
    302
    Character
    Viese Blanchimont
    World
    Ultros
    Main Class
    Pugilist Lv 80
    The changes just feel bad. I'm already considering changing to another melee DPS class. Monks already lose a lot of their GL stacks due to invulnerability phases of bosses that you simply cannot change. Refreshing it to maximum with another skill to try to change it just doesn't feel like it addresses the problem, especially if the new fists of fire just increases cast time for that damage. I would have preferred a level 70 skill where upon opening all the chakras, instead of using Forbidden Chakra, they can activate a skill like FF11's Hundred Fists, where they can basically attack faster and let them build up those stacks of GL faster after a boss's re-entry into the battlefield. I think the chakras still share a global cooldown with everything else as well, which is another problem. If they did not, then it might be a lot more useful.
    (1)

  2. #202
    Player
    Arcian's Avatar
    Join Date
    Sep 2015
    Posts
    40
    Character
    Victoria Castellus
    World
    Balmung
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by DarkLiriel View Post
    Reading this and other threads and laughing at how idiotic these OPs and responses are.. No one's even played any of the jobs at 70, we don't know how the new skills need to be worked in, we don't know what the boss fights are going to be like... Chill out people, my god. The devs likely know exactly what they're doing. So monks ate a damage nerf? They are likely changing the job up some so that some skills are going to be used more often. Get use to it, change your job, or gtfo of the game. Simple as that.
    We're expressing our disappointment and frustration at lackluster and counterintuitive class design, not "monks eating a damage nerf." No, we don't know what the content is going to be like. No, we don't know precisely what SE has in mind when it comes to boss/raid design.

    We do however know that the impending changes to monk as a job do not have many benefits for us either in terms of numbers (because people have done the math) or in terms of our position in the raid meta (since samurai is booting us out of the low-utility-high-numbers dps role).

    Then again, it's kind of unrealistic to expect someone to understand the significance of SE basically throwing a gigantic monkey wrench in the works of a class they apparently neither main nor perform well at.

    I'm not sure if you're aware of this, but when you have no idea what you're talking about, it kind of makes you look both pompous and ignorant to tell people that they're overreacting to something that you aren't actually all that well-versed in.

    Tl;dr Honestly, you just kind of look like a smug douche. Get used to it, learn to play the class you're dismissing the detrimental changes to, or gtfo the thread.
    (17)
    Last edited by Arcian; 06-12-2017 at 02:42 PM.

  3. #203
    Player
    natyusha's Avatar
    Join Date
    Mar 2014
    Posts
    52
    Character
    Natyusha Nynaj
    World
    Exodus
    Main Class
    Monk Lv 70
    All they would have to do to make me happy is add touch of death back in and give demolish its old duration. I'm fine with a pile of useless skills since it's what monk has always had. The only thing interesting about playing it was managing touch, demo and fracture to maximize damage. Monk always felt like the easiest melee to play even with those 3 dots. Come stormblood it's going to be a downright snoozefest.

    Even if they buff up some of monk's numbers I'll probably switch to dragoon for the next tier anyways since they removed the rng on wheel/fang. I just want to play jobs where procs / rng are not part of the rotation.
    (1)

  4. #204
    Player
    KilimYolo's Avatar
    Join Date
    Jun 2017
    Posts
    54
    Character
    Kilim Yolo
    World
    Omega
    Main Class
    White Mage Lv 80
    Quote Originally Posted by DarkLiriel View Post
    Reading this and other threads and laughing at how idiotic these OPs and responses are.. No one's even played any of the jobs at 70, we don't know how the new skills need to be worked in, we don't know what the boss fights are going to be like... Chill out people, my god. The devs likely know exactly what they're doing. So monks ate a damage nerf? They are likely changing the job up some so that some skills are going to be used more often. Get use to it, change your job, or gtfo of the game. Simple as that.
    As long as those developers know what they doing 10 times better than World of Warcraft, World of Tanks, Armored Warfare, War Thunder, Guild Wars 2 and many other developers, i'm going to be HAPPPYYYY with this game.
    Bought it 2 days ago and LOVE IT.
    (0)

  5. #205
    Player
    Gallus's Avatar
    Join Date
    Sep 2013
    Posts
    1,260
    Character
    Vermilion Rose
    World
    Phantom
    Main Class
    Summoner Lv 100
    Quote Originally Posted by DarkLiriel View Post
    Reading this and other threads and laughing at how idiotic these OPs and responses are.. No one's even played any of the jobs at 70, .
    Not sure in what sort of cave you live in, but we know every single new skill as well as their potency and cooldown that's gonna be released. There are even very legit rotations from people who have been theorycrafting for those jobs that changed a bit (obviously not MNK's case because the rotation is the same).
    Elemental shoulder tackles, a buff that decreases SS but buffs damage, an AOE raid party buff, a skill that refreshes your stacks and decreases your damage if you receive some (why are these 2 things even mixed up in the same skill?), an unchanged tornado kick (this has to be a bad joke...) and the freaking exact same rotation without touch of death.
    Sorry I'm not all that impressed with MNK, which is why I won't even touch it in SB. Hats off to those who are loyal enough to MNK to go through this garbage xD.
    (4)

  6. #206
    Player
    Kyper's Avatar
    Join Date
    May 2017
    Posts
    10
    Character
    Kyper Knovs
    World
    Moogle
    Main Class
    Summoner Lv 70
    SE please, make changes before SB!
    PD: Remove the Minuet hide in the new buff
    (0)

  7. #207
    Player
    silentwindfr's Avatar
    Join Date
    Jul 2012
    Location
    Gridania
    Posts
    4,116
    Character
    Florence Leduc
    World
    Ragnarok
    Main Class
    Monk Lv 90
    Quote Originally Posted by DarkLiriel View Post
    Reading this and other threads and laughing at how idiotic these OPs and responses are.. No one's even played any of the jobs at 70, we don't know how the new skills need to be worked in, we don't know what the boss fights are going to be like... Chill out people, my god. The devs likely know exactly what they're doing. So monks ate a damage nerf? They are likely changing the job up some so that some skills are going to be used more often. Get use to it, change your job, or gtfo of the game. Simple as that.
    they can try to throw anything to us, what we point out is not a trouble of dps, but lackluster and lazy add of skill and trait to the monk tools.
    the point here is, if they did scraps more of half of the new thing get in sb of the monk it will make no difference.

    since you seems to not know what you talk about let's resume the situation:

    - tackles mastery, a trait that modify shoulder tackle in function of the fist you use.

    Fire tackle get a +30 potency, it means shoulder tackle get to 130 potency what is... meh since shoulder tackle is a skill used every 30 second... not even a core mechanic of our jobs.

    Earth tackle get a knockback of 10 yalms... the goal of a monk is to get close for attack since we don't have any real long range attack... what was asked since day 1 of ARR and what was being expected since the boss of job quest 60 have a ranged attack

    wind tackle have a potency of 70-80 but can be used 2 times. ...ermm when we are at melee why we will need another charge?

    more important this mastery recquire us to play into other fist element....what we don't do... fist of wind is a garbage that was expected to be taken out, instead we did loose death touch... *sighs*

    - deep meditation: a trait that give your critical weaponskill a chance to give you chakra, one of the few add that is...decent... more a way to make up for the whole HW debacle where this skill was barely usable. by the way, no new addition to the chakra system we still have the attack and the tp generation, what any good monk will say is barely usefull, since we still have motivation, worst with the add of goad as role skill and the song... means you will only use the attack. great... a trait for one skill...

    - Riddle of fire: skill of 90 sec of cd that increase the damage of 30% and reduce the attack speed of 15%, just a reminder all the damage of the monk are low mainly because we are a jobs based on speed. and there we have a buff that strips us of our speed for increase damage. more important only the monk have skill that have downside inside it... that are that violent.

    - Riddle of earth: skill of 90 sec of cd that increase our resistance to damage, only after take one attack. and refresh Greese lightning duration. 2 trouble with this skill: one we are freaking dps, we are not means to take damage. second what is the point of tornado kick now? since we will have a skill that will allows us to save our greese lightning stack that have a duration of 16 sec now. without forget, this force us into fist of earth stance, reducing more our damage...

    - finally brotherhood: a 2 minute CD that will buff the member of the team AROUND the monk only, if they move to far the buff is lost. the number we have is 5% of damage buff for melee character. and the monk is not included, indeed it allows us to get more chakra, but if your group only one melee dps, it means only 2 person will affect you. without forget this skill is interesting only if the other dps have high attack speed. if they are dragoon.... well let's say you will not get a lot of chakra. this skill work well when you have 2 monk together... worst if the damage buff stay like this, a ninja is far more interesting with his +10% the target take every minute!

    and that the reason why monk are unhappy, all we have get are buff... no new mechanic, no new attack, we will still use the same cycle since the release of FF14 arr... worst we do loose 1-2 attack. what the monk point out, is the "synergy" offered is far not enough for justify the presence of the monk, worst the change will force the monk that play since ARR or worst like me since the v1 to wait 2 years for expect a change of the jobs? seriously?

    ps: i will take you are a summoner, since said by your account, with HW you did get the transe mechanic and now you will get demi bahamut, all in all you have get new mechanic that have change your gameplay, evolving the summoner. the monk haven't evolved really since ARR... the add of HW was barely decent... and the one of SB are simply bad.
    (1)
    Last edited by silentwindfr; 06-12-2017 at 09:02 PM.

  8. #208
    Player
    Arkenne's Avatar
    Join Date
    Nov 2014
    Posts
    1,350
    Character
    Aiot O'lein
    World
    Cactuar
    Main Class
    Rogue Lv 80
    Quote Originally Posted by Gallus View Post
    but we know every single new skill as well as their potency and cooldown that's gonna be released.
    That would be incorrect...
    What we know is the April build that prioritized stability over balance for the sake of having a playable environment for the media to enjoy.
    This may imply to be a build from even before April.

    Not gonna tell you to stop being unhappy about what you've seen so far, since it is a form of feedback for the devs (if they are actually reading all of this), but I don't believe you should take the potencies and CD timers as definitive yet.
    (0)

  9. #209
    Player
    Rheumasalbe's Avatar
    Join Date
    Sep 2014
    Posts
    12
    Character
    Ta'ket Feles
    World
    Lich
    Main Class
    Monk Lv 70
    If the monk job is gonna stay as it is shown in the videos, the gameplay is gonna be as boring as before, tops. I will bring nothing new to the discussion since I don't have the Maths to prove anything. However, I did sign in to bump this and add a reply to get my disappointment across.

    I agree with everyone saying that the number themselves are not the (main) problem, since they can be tweaked and adjusted, which will probably happen anyways (remember the bard job at the beginning of HW?). The main problem is that they f'ed the gameplay by including solutions to problems we didn't really have. The new mechanic gives us nothing new during combat, only as a small opener maybe, and besides that all the issues will remain.

    I'm not worried about DPS. I'm sad that the poster class of this expansion is possibly the most underwhelming one yet.
    (1)

  10. #210
    Player
    Deithwen's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    317
    Character
    Deithwen Feainnewedd
    World
    Phoenix
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Rheumasalbe View Post
    snip
    This is indeed the main problem many main monks have with the job right now. The rotation is the same, in fact worse, same but simplified. And just like you said, the new actions are situational and mostly useless.
    (2)

Page 21 of 47 FirstFirst ... 11 19 20 21 22 23 31 ... LastLast

Tags for this Thread