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  1. #1
    Player
    Kolsykol's Avatar
    Join Date
    Jul 2015
    Posts
    3,024
    Character
    Aelona Chillwind
    World
    Lich
    Main Class
    Ninja Lv 100
    Quote Originally Posted by SpeckledBurd View Post
    I kinda agree and kinda disagree.

    On the one hand, I think that the fundamentals of the job, meaning the basic GCD loop, the basic concept of Greased Lighting, and form based combos are a solid foundation. They don't need to be reworked in the way that SB Machinist did where they threw the entire thing out and started over.

    However the way they've handled not just action additions or new traits, but also adjusted existing skills such as Dragon Kick by adding Leaden Bootshine, has left the job with an expanded kit that's confused, utterly lacking in synergy, and unsatisfying to play. To make Monk players happy at this point I'd tentatively say that they need to outright replace Fists of Earth, Wind and Fire plus the two traits attached to them, and they need to either revise or replace Dragon Kick/Leaden Bootshine, Tornado Kick, Riddle of Earth, Brotherhood, Anatman, Six Sided Star, and Deep Meditation 1 and 2. That's 9 skills currently in the kit that need reworking and nearly every post ARR trait which basically encompasses everything to do with how its gauge works, how it builds resources, and how it spends that resource. That also isn't even touching on returning skills to it's kit that it would benefit from such as Touch of Death/Fracture which had significantly more utility on Monk than just being DoTs.

    The amount of work it needs even if they keep the core is, frankly, depressing. There's no reason it should have been allowed to get this bad, but hey, they were very proud of it on launch.
    I suppose that it's a question about how we define '' rework '', to me I sorta interpret that as what happened with Machinist but yeah.

    I actually do find it fun to play and don't think that it's as bad as people make it out to be but that's also a matter of opinion, I mean I prefer the old sound effects for GNB but people complained and they changed it to the new ones.
    My main issue with Monk really is that it just feels like everyone keeps getting new toys and have this sense of progression in their rotations but here we are still doing more or less the same things we've been doing since the beginning xD......
    I just kinda want this progression to happen like what happened with BLM, how they went from the small firebolts to these huge F4 explosions. Make us feel like our characters have actually become these Master Monks. Because it doesn't really feel like it tbh.
    And the annoying thing is that we actually did get these toys, but they just won't let us use them.
    I remember when I saw the trailer for Shadowbringers where they showed off the new abilities, and I saw Six-Sided Star and was all like '' NICE! ''.
    It was the same with Tornado Kick.
    But then nooope, barely ever used lol.
    The traits really do feel pretty boring too, and I think that it's kinda unnecessary to have Fists of Fire and Wind be so separated.

    But yeah, even tho I am still having fun with Monk it could still be way better and there's some pretty obvious problems.
    (2)
    Last edited by Kolsykol; 04-28-2020 at 11:57 AM.

  2. #2
    Player
    SpeckledBurd's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    708
    Character
    K'ahli K'uhla'tor
    World
    Balmung
    Main Class
    Monk Lv 100
    Quote Originally Posted by Kolsykol View Post
    I suppose that it's a question about how we define '' rework '', to me I sorta interpret that as what happened with Machinist but yeah.

    I actually do find it fun to play and don't think that it's as bad as people make it out to be but that's also a matter of opinion, I mean I prefer the old sound effects for GNB but people complained and they changed it to the new ones.
    My main issue with Monk really is that it just feels like everyone keeps getting new toys and have this sense of progression in their rotations but here we are still doing more or less the same things we've been doing since the beginning xD......
    I just kinda want this progression to happen like what happened with BLM, how they went from the small firebolts to these huge F4 explosions. Make us feel like our characters have actually become these Master Monks. Because it doesn't really feel like it tbh.
    And the annoying thing is that we actually did get these toys, but they just won't let us use them.
    I remember when I saw the trailer for Shadowbringers where they showed off the new abilities, and I saw Six-Sided Star and was all like '' NICE! ''.
    It was the same with Tornado Kick.
    But then nooope, barely ever used lol.

    The traits really do feel pretty boring too, and I think that it's kinda unnecessary to have Fists of Fire and Wind be so separated.
    I suppose the problem with the term Rework right now is its been used to describe pretty much any time a job's kit has seen change. The Stormblood action rework didn't fundamentally change many jobs at all, but the Machinist rework rebuilt an entire new job that used Machinist's existing animations.

    In this case, my point was that Monk has so much in its kit that needs revision that to actually satisfy Monk players at this point they're going to need to almost put in Machinist level rework anyway. It's kit outside of the core is just that busted.
    (1)