Quote Originally Posted by Mahrze View Post
  1. What is GL even at this point? Clearly not a carrot anymore since its beyond easy to gain.
  2. What is Chakra even at this point? Still very RNG and easy to "overflow"
  3. What are Positionals at this point? You have 3 skills that can effectively cancel them 90% of the time.
  4. What are Fists even at this point? 2/3 have always been situational with one of them always ruling over all.
  5. 10~/25 skills for MNK relate to GL in some form vs 3~/25 relating to Chakras
  6. What is even leaden fist and why on bootshine only? Why not leave it as a trait?
  7. What is Enlightenment even? We had Howling Fist serving the same purpose.
  1. An annoying wind-up mechanic made to oblige the use of a 2-minute CD (previously both integral, rewarding, and on half the timer), which would otherwise provide fairly little potency value if not for the absurd strength of Leaden Fist, once and only once per instance.
  2. A system of 7 which would perform far better if consuming fewer than the maximum value, but for which we lost count at 5 and refuse to do any arithmetic to allow for a remainder or excess of Chakra that would otherwise provide QoL improvements.
  3. A thing you lose up to 13% potency on in a given GCD if you really, really suck?
  4. A desperate attempt to enforce button-bloat to appear as if skills are useful or well-designed (just because they must be used, however meagerly)? If not for GL4, all but FoF would be something to take off your bar, since there's not a single mechanic you can uniquely escape or survive by use of either, and FoF itself something you macro into your MNK gear swap.
  5. Because HW killed Impulse Drive weave for Demo-management, SB killed stanceless weaves for macrorotational and Demo management, and there wasn't really much left to kill after taking out oGCDs than Monk's core mechanic itself. Next: Casters would be so much better if only they could cast on the move! Casting no longer requires you to be stationary. A six-year fundamental issue resolved at last!
  6. Previously we noticed that several rotational styles allowed for a 2:1 ratio of BS to DK, which added "unnecessary depth and engagement" to the job that most people would rather pretend just alternates between two skills per form and spins through its cycles really quick-like to the exclusion of all other forms of complexity. We've killed this area of complexity so that others won't have their view of the job upset by the reality of play available at higher levels. Bootshine and Dragon Kick will again properly only ever be alternated in a 1:1 ratio!
  7. Take what was given at lower levels and give it back later while splitting what used to be natural AoE strength into binary choices (YOU get an ST/AoE split, YOU get an ST/AoE split, and YOU get an ST/AoE split!) and we can feign the addition of new and complex skills!