Results -9 to 0 of 171

Threaded View

  1. #26
    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 Melichoir View Post
    As for MONK, I was not a fan of how monk was at the end of SB because it felt clunky. This ShB version I actually enjoy more than the "Use Tornado kick, stance dance a bunch with shoulder tackle to get GL stacks rapidly back," etc etc just felt overly clunky and stupid to play. The version we got now is a bit more satisfying if you manage to do the opener and subsequent play right, but it is also a bit more straight to the point. Once you understand your rotation, there isnt too much thinking involved unless your fight interrupts the groove you got into.


    Yeah monk could use some clean up cause a few of its better skills are very niche, and DRK needs to either be reverted or overhauled yet again. The funny thing about DRK was that a friend of mine was joking around a bit and told me when ShB was announced "Oh S***! DRK is the poster child class for the xpac! Are you ready for it to be kinda garbage!". Yeah feels like whatever class they make the 'class' of the xpac, its gonna be crap or mediocre at best.
    Right now the problem with Monk is that the devs basically didn't fix any of the problems people had with it in Stormblood, the ineffective way they've adjusted it's skills between each expansion, and the way they've repeated mistakes after claiming to have taken our feedback. To quote myself from another thread.
    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.
    You wouldn't be exaggerating if you were to say that people have issues with every skill Monk gets beyond level 58. You'd actually be underselling the problems players have with the job.

    Quote Originally Posted by ForteNightshade View Post
    Because everyone else had a more efficient way of handling it. Diversion had no cost associated with its usage whereas tank stance did; a 25% penalty to your damage. It wasn't simply a tank loss but a whole party loss. Fun fact, the DPS loss in Stormblood was so high for tanks, it was actually a party wide gain if Monks used Purification. Let that sink in for a moment. It was a party gain for a DPS to give up one of their more potent abilities than having the tank go into tank stance and do a combo or two, Warrior with Unchained notwithstanding.
    I'd call that a failure of Monk design more than tank design. Monk was the only job in Stormblood that had to dump a full gauge of resource to use their aggro cut. Every job other than Samurai could use their aggro cut at will, and often it happened naturally as a part of their own rotation. Meanwhile Samurai only had to use a Third Eye proc (but no Kenki) rather than losing a Midare Setsugekka or a Guren or really anything comparable to losing a Forbidden Chakra.
    (3)
    Last edited by SpeckledBurd; 05-01-2020 at 12:59 AM.