Quote Originally Posted by ZyrinMisharuji View Post
While I agree with you that there are potentially more interesting things to do with it (none that I can think of admittedly) having it function similar to Foul/Xenoglossy is probably the easiest thing they could do to make the skill viable and kind of give us the feeling we had back when we could do like 2 TKs every 30 seconds or so. I don't want the devs to spend a bunch of resources on somewhat easy solutions. If they're gonna overhaul a job it's better to do it on the patch for an expansion rather than mid-expac in my opinion. Right now I feel like getting Anatman fixed so it doesn't feel awful to use should be their number 1 priority. After that I feel like most people can agree they want TK to be more usable as it's the strongest move we have but it also contradicts pretty much our entire kit, so that should be their 2nd priority to get fixed. After that they can look at everything else in the job and plan overhauls for 6.0.
Okay, so just a band-aid fix. That's fair, then.

Quote Originally Posted by ZyrinMisharuji View Post
Honestly, if Anatman was just, for example, an oGCD that gave a stack of GL (maybe give it 2 charges or something) so the opener wouldn't feel awful to use and if TK functioned like Foul/Xeno would anyone really so dissatisfied with the job that they'd heavily prefer other jobs to MNK (as I know a lot of people swapped from MNK at 5.0 and are pretty angry about new Anatman so they'd rather play something like DRG that takes less effort, feels less clunky, and does comparable DPS)? Could you be content with MNK until 6.0 if those changes occurred or would you still want a bunch of other changes before being content with it?
I'd still prefer it be done a little differently (in a way that feels a bit more uniquely part of the Monk toolkit, specifically, through synergies and priorities therein), but I think we're be looking at similar scopes of change, at least. I'd need more, but not much more for within the expansion. By the next, though...

I feel like many of the Anatman changes are going to rely on some readiness to accept TK back into macrorotation, however. That, or TK's going to have to largely be scrapped and/or Anatman left redundant. Neither seems an acceptable outcome to me.

I feel we shouldn't be content with changes that still fail to make use of GL as a resource, and not just a (free) maintenance (non)mechanic, or at least double down on GL's maintenance aspects to make that an actual engaging part of play. Similarly, Chakra should feel like a more integral part of play instead of just RNG bonus damage, Perfect Balance should likely be smoothed just a bit (e.g. Chimera stance for first attack after ending), and our positional bonuses and concerns shouldn't be 70-80% just Leaden Fist; the ppm strength of that skill should be spread out a bit.