Actually, the double TK rotation was technically still possible, though it required a GCD speed of 1.86 OR 1.84. It just didn't work at 1.85 because of some weird GCD clipping which would occur due to TK's 10-second recast time, which could easily be fixed by reducing it to 5 seconds. Damage-wise, it was viable for clearing content, but under-performed compared to other openers because of how weak Tornado Kick is and there being little incentive to drop stacks compared to just using Six-Sided Star for disengaging from the spread mechanics SHB introduced for most of its fights around 20 seconds into an encounter, which always shaves an RoF window a bit short and interrupts openers at around the same GCD. If it weren't for those (which I really wish they'd stop doing for future encounter designs), you'd be able to use both a Six-Sided Star AND TK, but either way, TK would need a significant buff and its recast time reduced. That, and Anatman needs to have its recast reduced to 30 seconds, whereby if it gave a GL stack instantly, it could be used during the second TK's recovery rotation to quickly get back up to 4 GL stacks, rather than just up to 3 and then having to wait 3 GCDs to get back to 4.
It's funny you say this, because a big problem I have with a lot of the SHB changes in general (across a variety of jobs) is it feels like they wanted to cater to all the ARR and early HW MNK players who just can't come to terms with the fact that a level 80 job should feel like a level 80 job, and it's not ARR or HW anymore. So, lots of these jobs had their weaving removed. MNK lost a good chunk of oGCDs, and other jobs had stuff put onto the GCD that was previously off of it. It has made the jobs feel more boring across the board, and lowers the skill ceiling rather than lowering the skill floor, in the name of accessibility, which is never a good way to balance these sorts of things.
I'm a bigger fan of using Skill Speed to balance things, but because right now SkS reduces damage output, it isn't viable to do so. I think for players who want to go faster (like me) and find the GCD speed of 1.86-1.84 to reduce much of MNK's current clumsiness (fun fact), and have the pings to handle it, we should be allowed to increase the speed without having to worry about damage reduction. I feel like increasing SkS and SpS past threshold which reduces the GCD speed should grant bonus potency to compensate for the loss of damage-dealing stats. I feel like this would allow for a greater variety of gameplay as well, without punishing players. Those of us who put more effort into executing our rotations should be out-performing slower ones, instead of the speed substat taking away from power. This can also be a way for players who don't like to double-weave to still be viable, without having to remove oGCDs to make a portion of the player base happy at the expense of everyone else's satisfaction.


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