Results 1 to 10 of 13

Hybrid View

  1. #1
    Player
    VanceKenyon's Avatar
    Join Date
    Dec 2018
    Posts
    6
    Character
    Veronica Vance
    World
    Faerie
    Main Class
    Dragoon Lv 80
    Honestly, just turn TK into a normal oGCD that does decent damage on a reasonable cooldown and no longer interacts with GL stacks at all (or make it only usable at 3+ stacks or something, but don't have it remove stacks). Monk could really, really use another oGCD anyway and I just don't see them fixing TK to be a fun skill with it removing stacks.
    (5)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    13,023
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by VanceKenyon View Post
    Honestly, just turn TK into a normal oGCD that does decent damage on a reasonable cooldown and no longer interacts with GL stacks at all (or make it only usable at 3+ stacks or something, but don't have it remove stacks). Monk could really, really use another oGCD anyway and I just don't see them fixing TK to be a fun skill with it removing stacks.
    Please no. Later-SB Monk had an almost perfect way of putting it to use. We need only borrow the best from that.
    (1)

  3. #3
    Player
    Videra's Avatar
    Join Date
    Nov 2018
    Posts
    744
    Character
    Videra Svenay
    World
    Balmung
    Main Class
    Warrior Lv 92
    Quote Originally Posted by Shurrikhan View Post
    Please no. Later-SB Monk had an almost perfect way of putting it to use. We need only borrow the best from that.
    For some reason, people like to ignore that the TK opener and rotation existed in Stormblood.
    (1)

  4. #4
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,392
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Videra View Post
    For some reason, people like to ignore that the TK opener and rotation existed in Stormblood.
    I was actually really enjoying it as a scrub monk. It gave a real sense of natural progression from basic (Sit in fire, hit buttons) to advanced (Fist Swapping, GCD alignment, tackle placement).

    Having this mini-burst rotation with Tornado Kick / Riddle of Wind and working around RoF windows gave Monk a lot of variety that you wouldn't guess just looking at a tool tip screen.

    I wasn't a good monk, mind you, but there was clear feedback in when I wasn't doing it right and when I nailed it perfectly.
    (1)

  5. #5
    Player
    waterboytkd's Avatar
    Join Date
    Jul 2019
    Posts
    86
    Character
    Andrew Waterboytkd
    World
    Cactuar
    Main Class
    Samurai Lv 90
    After playing some PvP, it was neat to see TK have some actual use (because you could rebuild GL very fast with 3 wind tackles).

    So it got me thinking: what if Anatman was changed entirely to say "Gain a stack of GL for each stack of GL lost in the last 5 seconds." So you could TK + Anatman, effectively giving TK a 60s cooldown, but you could still TK in the niche moment of a boss kill?

    Honestly, though, TK, Anatman, and 6SS all need a massive rework of some kind. Form Shift change was perfect, but obviated those 3 skills (well, obviated the latter 2; TK is just anathema to the monk's entire concept).

    Also, if we never lose GL stacks, what purpose does Perfect Balance serve outside of an opener? A Dragon Kick-Bootshine spam window? I guess. But people have suggested turning TK or 6SS into an oGCD that requires us to be at max stacks of GL for x amount of time to use, and I've liked those ideas. But what if it instead required gaining x stacks of GL while we were already at max stacks, instead of requiring time? This would also give PB another use: quickly building those stacks.

    I know my post is kind of "all over the place", but I'm just spit-balling ideas out there. In the end, what I'd like to see is TK changed to lower potency, higher recast, but it builds a stack of GL instead of consuming them, so you use it in opener to ramp up to 4, then on cd as oGCD damage. With that, I'd like 6SS to change to an attack that requires us building x stacks of GL while already at max (meaning TK also helps build towards that). Then Anatman should change entirely to be some kind of Chakra ability, since that needs more support (and honestly, deep meditation II should also change to 100% chance on crits, since RNG on top of RNG is pretty grim).

    EDIT: The last change to monk I'd like to see after that is the Fists get removed. Stances are bad design, especially since it's always one stance that's best. Maybe turn them into passive traits, but tone down the numbers? If we need another button to press, could always make another ability called Riddle of Wind (since, without stances, the current trait "Riddle of Wind" could be just changed to "Enhanced Grease Lightning III").
    (0)
    Last edited by waterboytkd; 08-03-2019 at 04:38 AM.

  6. #6
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    13,023
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Kabooa View Post
    I was actually really enjoying it as a scrub monk. It gave a real sense of natural progression from basic (Sit in fire, hit buttons) to advanced (Fist Swapping, GCD alignment, tackle placement).

    Having this mini-burst rotation with Tornado Kick / Riddle of Wind and working around RoF windows gave Monk a lot of variety that you wouldn't guess just looking at a tool tip screen.

    I wasn't a good monk, mind you, but there was clear feedback in when I wasn't doing it right and when I nailed it perfectly.
    This. The RoW-(PB)-TK stuff just added so much more to the job that even many players who can play damn near perfectly having only read the tooltips and having done some theory-crafting prior to play would feel impressed and a bit surprised.

    Quote Originally Posted by waterboytkd View Post
    TK is just anathema to the monk's entire concept.
    Seriously, how? Monk's entire concept, when seen from decent levels of play, was never just "Hit things really fast-like". Not in ARR, where it was built around potency-slipping and clip-minimization. Not in HW, where it was around ARR's stuff plus greater window management and further downtime preemption. And certainly not in SB, where it was about exploiting all the skills you had before with situational value and then maximizing rotations with their inclusion. It capitalized on everything we had before, largely because of TK being so central. Yes, it clipped painfully for those with latency due to applying GL on Riddle of Wind instead of Wind Tackle and requiring FoW to use Wind Tackle, but those QoL issues and a potency bug aside, it was a pretty brilliant design choice.
    (0)

  7. #7
    Player
    waterboytkd's Avatar
    Join Date
    Jul 2019
    Posts
    86
    Character
    Andrew Waterboytkd
    World
    Cactuar
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Shurrikhan View Post
    Seriously, how? Monk's entire concept, when seen from decent levels of play, was never just "Hit things really fast-like". Not in ARR, where it was built around potency-slipping and clip-minimization. Not in HW, where it was around ARR's stuff plus greater window management and further downtime preemption. And certainly not in SB, where it was about exploiting all the skills you had before with situational value and then maximizing rotations with their inclusion. It capitalized on everything we had before, largely because of TK being so central. Yes, it clipped painfully for those with latency due to applying GL on Riddle of Wind instead of Wind Tackle and requiring FoW to use Wind Tackle, but those QoL issues and a potency bug aside, it was a pretty brilliant design choice.
    The concept of the monk is "get buffs up, don't let them fall". Greased Lightning's design is not one of "this is a resource to spend." It was only after patch 4.2 (right?) that this concept even came up with Riddle of Wind. And, if I'm not mistaken, that was an *accident*. SE did not intend for the TK opener/burst window, where you TK and quickly rebuild stacks.

    Now, I'm not saying that was a bad design. In fact, from everything I've read, monk mains thought it was fantastic. And I'll admit now, I'm still relatively new to the game (only about 5 months), and I'm not even a monk main, so I definitely defer to that judgment.

    But SE culling it in 5.0 sends the clear signal that it wasn't design intent. TK is back to being super niche. The focus of the monk is, again, get GL up to max and keep it up--it's not a resource to be spent. I'm not saying it's the superior design, but it is the design they seem to be going for. And with the new Form Shift, the three "GL management" skills TK, 6SS, and Anatman (outside of being used in an opener, which I would be dollars to donuts, is not intended by SE) seem obviated.
    (0)