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  1. #1
    Player
    SpeckledBurd's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    709
    Character
    K'ahli K'uhla'tor
    World
    Balmung
    Main Class
    Monk Lv 100
    Quote Originally Posted by wereotter View Post
    Depending on how much the rework the job, I made a suggestion on another thread that might work with this....

    Was suggesting that both to address the issues of useless fist stances as well as the gutting of off global cool down moves, I'd like to see some method of implementing the blitz attacks Sabin uses in FFVI. And to that end.... they could have the attacks themselves change based off what stance you're in. Something like the same button will execute Fire Dance if you're in fists of fire, but would do Razor Gale if you're in firsts of wind.

    I'd even take something like one fist stance turns your off global cool down moves into lower potency AOE skills while the other is higher damage, single target skills (think like Garuda summon vs. Ifrit for summoners)

    Sure raid fights would still be largely just once stance, but even if there's a floor with lots of adds, or for running dungeons, you'd have a reason to more often use the other stance.
    Just locking specific moves behind the fist stances sounds like keeping them around as unnecessary bloat IMO, especially if it's going to lock skills from a new subsystem like Blitzes (I'm assuming there'd be some button input requirement there). Further it would just be annoying if they don't fundamentally change from what they are now and we had to slow down from GL4 to go into fire stance, or lose 10% damage and speed to go into earth stance.

    Making a single stance the AOE stance also just strikes me as trying to keep the fist stances around just to keep them. Monk has an AOE loop independent of the stances already, there's no reason to tie Monk AOE unless you're only goal is to keep the Fist Stances for the sake of keeping them.

    The Fist Stances should go, there's no point in keeping them around because they might have potential if that potential is never realized. I'll even go so far to say that the fist stances actively detract from the job's development at this point by continuing to get traits that do nothing, when traits could easily be added to other aspects of the job that also have potential.
    (2)
    Last edited by SpeckledBurd; 04-28-2020 at 05:23 AM.

  2. #2
    Player
    wereotter's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    2,106
    Character
    Antony Gabbiani
    World
    Faerie
    Main Class
    Viper Lv 100
    Quote Originally Posted by SpeckledBurd View Post
    Just locking specific moves behind the fist stances sounds like keeping them around as unnecessary bloat IMO, especially if it's going to lock skills from a new subsystem like Blitzes (I'm assuming there'd be some button input requirement there). Further it would just be annoying if they don't fundamentally change from what they are now and we had to slow down from GL4 to go into fire stance, or lose 10% damage and speed to go into earth stance.

    Making a single stance the AOE stance also just strikes me as trying to keep the fist stances around just to keep them. Monk has an AOE loop independent of the stances already, there's no reason to tie Monk AOE unless you're only goal is to keep the Fist Stances for the sake of keeping them.

    The Fist Stances should go, there's no point in keeping them around because they might have potential if that potential is never realized. I'll even go so far to say that the fist stances actively detract from the job's development at this point by continuing to get traits that do nothing, when traits could easily be added to other aspects of the job that also have potential.
    You're assuming that they keep everything the same and only implement additions of this system that is so roughly conceptualized by me, that it's not even clear how they would add it. So if the job gets a total revamp, then there's no reason to assume that GL4 is still tied to fists of wind, especially if your OGCD moves are dictated by your fist stance. If this type of system is added as a button input (which is also like the system another person suggested in copying Zell's limit break) then either GL has to go, or its timer could to be frozen when you go into entering your combo.

    People want fist stances to mean something, and there's only really a couple ways you can do this. You can make the different stances do different things that are viable in different situations, which is how they approached the Ifrit/Garuda situation on summoner, or you can force the monk to cycle through their stances akin to bard songs. The latter really does just have stances maintained for the sake of keeping them while the former does at least give some rationalization of keeping them.

    If there are better uses or things that the stances can do, I'm all in favor of it. But I do think that there needs to be something to make them viable rather than just deleting them entirely.
    (1)

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,913
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by SpeckledBurd View Post
    Further it would just be annoying if they don't fundamentally change from what they are now and we had to slow down from GL4 to go into fire stance, or lose 10% damage and speed to go into earth stance.
    Isn't all this kind of like assuming that "TK had a potency bug in SB, so it must always have a potency bug in all future expansions as well"? Stances have interacted with GL, and seemingly for no reason other than to avoid actually making the stances interesting in their own right, for all of one iteration out of 5. And it has not been well received. Why assume that, of all things, must stay in the context of so much larger changes as suggested above?
    (0)