I posted every fight at 75th percentile, including exdeath where they do come close to competing. Did you even look at the stats I posted, or did you dismiss them because of some notion that Happy is an unassailable expert on monk?
The trend holds if you look at parses in Rabanastre too, which implies its consistent in both the higher difficult end-game content and the casual end-game content.
A really good monk, with a team built to support it, will get really high numbers. But that will be the case for literally any job. If you build your party to support it, any job will pull off good numbers.
They made the correction to the live update thread: Only Riddle of Wind will apply Greased Lightning, not Wind Tackle.
Last edited by Xaert; 01-23-2018 at 06:57 AM.
Translation: Tackle Mastery is still more or less a meme, the most this does is give us one extra bootshine in our opener and there's nothing to be excited about.
MNK goes back to being a meme. The disassociation valley between the MNK in the SB trailer, the MNK story and the actual job grows wider.
If you say so.
Why is it that the developers are so reluctant to make changes to Monk? What is it about Monk specifically they find too delicate to touch?
It also means when we lose stacks though we can form shift then tackle and demolish to get instant 2 stacks of GL.which if you think about it isnt that bad.
My bigger gripes are the skills that sit there with no use.Tornado kick and arm of destroyer.I'd be happy if we just got touch of death back to replace one of those.
Then when you rethink about it - and realize we have to do the following to get that effect:
1) Shoulder Tackle must not be on cooldown - so a move with decent potency should be removed/delayed from our DPS rotation on the off chance we get targeted by a mechanic.
2) Go into Fists of Wind.
3) Wind Tackle.
4) Riddle of Wind. (GL refreshed / granted)
5) Go back into Fists of Fire.
It's a pretty crap way of handling the issue - putting it behind 3 keystrokes - 4 really because we will always go back into FoF afterwards.
At this point the Riddles, the tackles - everything that came with SB Monk - and Monk on whole, needs a complete overhaul.
They are reluctant to make change to every single job.
You have the same question and complain for almost every job, just look at BLM with Freeze and Scaith to name a few, there's been over 9000 post of good suggestions and those skills are still around, useless as they can be.
Basically, unless something needs to be adressed because it makes the job unplayable or the design goes against what SE want for the job, they won't adresse it.
For example, DRK at the beggining of 4.0 had huge mana issue in dungeon, we were starving, they added a mana regen effect to Quietus which made DRK much more enjoyable.
Another exemple, the Ruin rework of SMN, they litterally killed SMN mana management. They either did this because they didn't like SMN tooling like this, to simplify an already quite complex job or perhaps both. (I mean, Ruin 4.1+ is much easier to work around than ruin 4.0)
MNK doesn't seem to have any urgent issue that need to be adressed. So their issue will be adressed slowly so they can control better how their change affect the job.
Some change, altough they seem minimal can have huge impact on the job, it's better (for them) to gradually buff than buff/nerf every patch (like they did for MCH turret, buffed to 6% to then be brought back to 5% one patch later).
There's a crap ton of things that need to be adressed, but unless your job is utterly broken (and by broken I don't mean it has useless skills; I mean borderline unplayable) don't expect more than potency adjustment and one or two change to a select few skills. (I mean, you got a new effect to one of your skills, in some way that's a huge change)
Last edited by Sylvain; 01-24-2018 at 03:12 AM.
This nails it, SE cares more about overall playability over perfect balance and they've said that, all jobs in the game are fine in all content so long that you don't stack double jobs, that some jobs are better than other I think it's a reality we can't really escape from though I will say They can still work on it to make it betterThere's a crap ton of things that need to be adressed, but unless your job is utterly broken (and by broken I don't mean it has useless skills; I mean borderline unplayable) don't expect more than potency adjustment and one or two change to a select few skills. (I mean, you got a new effect to one of your skills, in some way that's a huge change)
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