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  1. #1
    Player
    PangTong's Avatar
    Join Date
    Mar 2016
    Posts
    247
    Character
    Reginald Thorne
    World
    Ultros
    Main Class
    Monk Lv 100
    Quote Originally Posted by Xau View Post
    personally i wish what they make elixir field use chakra stacks...
    I agree that having an AoE ability that spends chakra would be nice, it feels like something MNK is lacking. However I don't know if changing Elixir Field would be the way to do this. Firstly because it would subtract an ability from MNK's already simplistic single-target rotation. And secondly I think people would react badly to the change, if Elixir Field suddenly had a cost when it used to be free. So ideally an AoE chakra-spender would be a new action. Tornado Kick could potentially fill this role since it's largely unused at the moment, most people would welcome a change which makes it more usable.

    Quote Originally Posted by Gravton View Post
    I've said it before but they need to switch monk damage to piercing. Slashing debuff helps 5 jobs, Piercing helps 4 (rdm I guess), blunt helps mnk and mele casters I guess. At least if mnk had piercing they would be part of the conversation. "Do we run nin/sam or drg/mnk?" Mnk should be the Sam of piercing comps. At the very least, do something to boost caster comps.
    You know those debuffs don't stack, right? The only jobs the slashing debuff really helps are PLD and DRK, since all other slashing jobs have the debuff as part of their rotation. Adding the piercing debuff to MNK wouldn't really help anything. The only change is that groups could choose between taking either a MNK or a DRG to boost a BRD/MCH. This is admittedly an advantageous trait, but it's not really what I'm talking about. Again, I'm not particularly concerned with MNK's power, or its utility, or its position in groups, or how useful the raiding community thinks it is. Balance is ephemeral. I just want the job to be more fun to play.

    Quote Originally Posted by Zohnax View Post
    MNK's core design probably hasn't been touched since ARR launch because it is so solid and doesn't need adjustments. etc
    I have a hard time believing the Tornado Kick is worth using rotationally due to Riddle of Fire. Examining the play of top level monks, none of them use it in this way and continue to use it the way it has always been used, to dump stacks before a phase transition or right at the end of a fight. Were this true however, I still feel as though it wouldn't improve MNK gameplay much since you'd then be stuck building back up to GL3. That's kind of the reason they nerfed Tornado Kick before Heavensward released, it was a DPS gain to use it rotationally when they didn't want it to be.

    As for Riddle of Fire, the fact that I occasionally miss an ability is not the reason why I don't like it, merely something annoying that occurs as a result of using it. Most of the time I never miss skills. The reason I don't like it is because it feels bad, and it goes against what I think the MNK job is (or should be) about: Fast, flowing combos.

    For 68 levels, the feeling and importance of Greased Lightning is drilled into you, and then suddenly you are given an ability which effectively takes that away, but you still have to use it because it's a damage boost. It's like if you gave NIN a stance which greatly boosted their damage but prevented them from using Ninjutsus. It makes you more powerful, but goes against the "unique experience" of the job, something the devs seem to be interested in preserving. I suspect that Riddle of Fire was implemented the way it was not because of any careful consideration of MNKs rotation or their ability to weave oGCDs (which they could already do), but because they needed a damage buff to replace Blood for Blood and wanted to give it some kind of "extra" effect so it's not boring as hell like say, Raging Strikes. Well, they at least succeeded at that much. Riddle of Fire isn't boring, but only in the same way that stubbing your toe isn't boring.

    And as for MNK's oGCDs, more buttons does not equate to better design. Having a bunch of oGCD attacks that you mash as soon as they become available might make the job "active", but it doesn't make it interesting or fun. In fact most jobs got changes which reflect this idea, downplaying the importance of simple oGCD attacks in favour of more abilities which interact with the job's core rotation and resources. I don't feel that MNK is going too slow, although it can feel a bit slow during RoF sometimes, but rather it's the disruption to the job's combo rhythm that is annoying.

    Quote Originally Posted by HoLoFoNo View Post
    Well here's the issue: MNK is performing very well and play style is objective. I like current MNK. I agree they have some issues with useless abilities but other than that the core mechanic (to do damage) is good with MNK. So regardless of what you say I don't see them changing it much for now.
    Sadly I think you're right. While MNK definitely has room for improvements, it is unlikely they will happen during the middle of an expansion's patch cycle. As long as the job is "balanced", there is little incentive for the dev team to try and improve on its gameplay when there are so many other things they could be addressing. Unfortunately, I do not expect to see any real changes until 5.0, however long that is away. But I can at least make my thoughts known and potentially influence those future changes. Nothing can change if nothing is said.
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  2. #2
    Player
    Xau's Avatar
    Join Date
    Nov 2013
    Posts
    244
    Character
    Nial Niffelh
    World
    Phoenix
    Main Class
    Monk Lv 90
    Quote Originally Posted by PangTong View Post
    I agree that having an AoE ability that spends chakra would be nice, it feels like something MNK is lacking. However I don't know if changing Elixir Field would be the way to do this. Firstly because it would subtract an ability from MNK's already simplistic single-target rotation. And secondly I think people would react badly to the change, if Elixir Field suddenly had a cost when it used to be free. So ideally an AoE chakra-spender would be a new action. Tornado Kick could potentially fill this role since it's largely unused at the moment, most people would welcome a change which makes it more usable.
    said elixir field because people obtains it after meditation, and if they change either the percentage of chakra generation trough crits, change the way chakra generates from deep meditation trait(to make it less unpredictable and rng dependant), or change the way we get chakra stacks from brotherhood(like make spells give chakra stacks too) could make this a better idea as well(the idea of make elixir field use chakra stacks), and at this point, i don't tink SE could try to make a new animation for a new aoe for monk, instead they could just change it to cost chakra and change some potencies here and there to balance the lack of a ogcd aoe, also, maibe could be a bit unpopular, and regardless we do not have that many ogcd anyway to make a big complaint, because at the very least monks could have something to do on mass pulls(since every tank/healer i meet on df loves them) rather than the tipical run out of tp because arm of the destroyer/do single targets until you can use rockbreaker


    and as you can guess, what makes me suggest this is what tanks/healers loves mass pulls to death(i hate them as monk for obvious reasons), in that situations i am rather useless because either more sooner than later i run out of tp because of arm of the destroyer while doing a crappy aoe dmg(especially if the other dps don't do aoes), or i hardly affect the total aoe dmg because i am using 2 single target attacks to do after a aoe, and there is the problem what rockbreaker is a cone aoe, if the pull is to massive(like after the first boss of ala mhigo, pull all the dogs and what is after), i can't hit all the targets, a dps what can't aoe properly is a dead weight to clear something fast, yes, the dev team could just buff aotd, but i prefer they use chakra for this since it gives more depth to chakra usage, rather than the now chakra is always used on tfc whit the odd time where you need to use purification for tp on heavy aoe situations

    the only other way what i can tink to make monk feels less uselsss on aoe situations is what the dev team makes a punishment for mass pulling(like if you pull 3 packs of enemies the party gets a rather strong def down debuff), and i believe this could be far more unpopular
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    Last edited by Xau; 07-18-2017 at 04:16 AM.

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