Quote Originally Posted by Mahrze View Post
That concept for GL IV feels so lazy if that's their plan I'm flipping tables. MNK has too many "micro-gimmicks" that adding more would stray away from simplification, specially when we have to consider that for the development team, the whole fists thing is a thing.
It's not as if Fists, even as a stance, couldn't be integral and interesting.
Fists of Fire -- All damage applies and ramps a short DoT component at a % of the direct damage, and increases the damage of all said DoTs while active --> Increased damage --> Increased relative potency, slightly bankable --> Extended GL pushes.
Fists of Wind -- Increased haste --> More skills usable within the given GL window before being forced downward --> Deeper GL pushes.
Fists of Earth -- Increases the rate at which negative effects fade from you and decreases the rate at which positive effects (including GL) fade from you --> The benefits of RoE already, but far more smoothly.

Heck, rather than just "GL" you could have each apply their own benefit upon Coeurl use. Or they could adjust the GL effect retroactively. Or a combination thereof. Or they could generate unique resource. Anything, really, that isn't just a superfluous 10% movement speed, 10% DR, and what would better -- if the only one really used -- as a passive trait or across-the-board potency buff.

Quote Originally Posted by Mahrze View Post
I agree that TK would need a rework because like you mention its a carry over. But obviously MNK would be a bit jarring with all this speed focus when it has a skill suite that is flat or counter-intuitive within itself. But I also feel putting TK on GL is a bit hollow when we also have another resource (chakra) with its own limited usefulness so shifting TK to Chakra usage with it's preq being you being on GL4 status would be pretty nice.
My point was more that at present it isn't a carry-over, but would need to include carry-over in some form if we didn't want to make the difference too shocking, even while fully rewarding its effective decision-making. Essentially, its useful even now in particular niche situations (GL will fall off, no matter what), but I want to see it usable in a broader span of situations, as per one's own plans, rather than just based on what's coming in the fight. That means use during uptime, as well, not just at its tail. And for that to work to a player's satisfaction, it would need to feel okay to use even when there are blows to be struck after it.

I want to feel the differences based on my decisions, to allow for manipulation of timing. If TK were based solely on Chakra, it would just be a matter of "do I want extra damage, or do I want that other thing", and damage would then win out in 99% of situations unless of course that other thing is a rDPS gain, which then follows the same concept. It becomes a checklist, rather than something that you have to think about in context.

Quote Originally Posted by Mahrze View Post
And like a souffle, it all falls flat xD
Ehh, no more so than the idea of even being allowed to play NIN below a 2s Huton-GCD. That would be a huge boon for everyone, and a necessity in making Skill Speed a viable stat (alongside changing TP to 50 per GCD (base or current -- wherein NIN/MNK costs would need to be rescaled) instead of 60 per flat 3 seconds, but that's a story for another time).