Mate, you're preaching to the choir. I loved 4.2 monk, now that felt like job progression. But no, none of that, said square. Back in your box. We wouldn't want monk to be fun.
Mate, you're preaching to the choir. I loved 4.2 monk, now that felt like job progression. But no, none of that, said square. Back in your box. We wouldn't want monk to be fun.




It's quite baffling since I imagine they killed the TK opener because it was more involved for less experienced players. But at the same time, Anatman basically requires a third party program to optimize and is stupidly clunky even without one. I guess it's more... straight forward than TK? At this point, I'm convinced they have a set idea of how they think Monk should be played and stubbornly refuse to accept that isn't how people play it. Sort of like the healers.
Monk really needs a Ninja/Machinist level overhaul. It's a complete mess they keep throwing band-aids on hoping it'll eventually work. Unfortunately, it's also popular right now due to its insane damage. So that may give them the impression everything is perfectly fine.
Last edited by ForteNightshade; 10-27-2019 at 07:11 PM.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
The saddest part is that all it would take to make SB's TK rotation way more user-friendly, would be to just replace Riddle of Wind with a single click ogcd that grants a stack of GL. The entire clunkiness issue was that you needed to swap to Wind, use Shoulder Tackle, use Riddle of Wind and then swap back to Fire, requiring 4 weaves just to do something that could've easily been a single weave.It's quite baffling since I imagine they killed the TK opener because it was more involved for less experienced players. But at the same time, Anatman basically requires a third party program to optimize and is stupidly clunky even without one. I guess it's more... straight forward than TK? At this point, I'm convinced they have a set idea of how they think Monk should be played and stubbornly refuse to accept that isn't how people play it.
But nope, better rip several ogcds from the job and introduce a new level of unintended clunkiness with Anatman and keep clinging to Fist stances which are pretty much the very definition of button bloat.
How about one that doesn't cost us what's left of our core job themes and mechanics? Equal in size, but with less lobotomy involved? We need to make sense of our parts, not just to have fewer parts or for our APM to be drastically reduced.



Ooh, ooh, I got it! See, what they could do is replace Shoulder Tackle with another skill, one that has you rush to the target and do some damage to it! Obviously it'd only have one charge because, *scoffs* it'd be way too strong to give you two of that!
Or, ooh, they could bring back Tackle Mastery! Give monks a pushback with Fists of Earth active! Yeah, that's exactly what the only class in the game with no ranged attack needs -- a knockback skill! Ah, but that'd be way too strong, we better make sure it literally doesn't work on anything anyway.
Maybe they could just remove some of the penalty for missing positionals. That'll spice up Monk. Or, hmm, maybe just remove Chakras altogether and put TBC on a regular cooldown. Don't worry guys, it'll definitely make monk far more interesting to just keep making it simpler!
[Yes I'm still bitter, and I don't even play monk anymore.]
If someone wins an argument, they have learned nothing.
FOR DOCKHAND!
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