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  1. #1
    Player
    FLeet229's Avatar
    Join Date
    Apr 2020
    Posts
    3
    Character
    Fleet Two-two-nine
    World
    Adamantoise
    Main Class
    Dark Knight Lv 80

    Monk - Quality of Life Change

    Hi, first post here.

    Ever since I started playing, I always found Monk to be very clunky and disappointing (why can't I use tornado kick more often???). I wholeheartedly agree with other posts on this forum asking for complete rework, but I don't expect a huge change until at least next expansion. So I thought about what could be tweaked to current Monk abilities to make it less dissatisfying and less clunky to play. I think small changes can be implemented mid-expansion so I put together some ideas and put it into an image.

    https://imgur.com/gallery/pkAyBnM

    These don't change the fundamental gameplay but do address some of the core issues (or at least what I think are the most dissatisfying things about the job), such as constant positional change, chakra overflow, tornado kick and six-sided star that barely get used, clunky opener with anatman, and perfect balance.

    Please let me know if the link doesn't work. I just wanted to include some visuals instead of just walls of texts.
    (26)

  2. #2
    Player
    VentVanitas's Avatar
    Join Date
    Feb 2020
    Posts
    676
    Character
    Seiko Hanamura
    World
    Kujata
    Main Class
    Black Mage Lv 100
    Not to sound rude to other people who have brought up their own ideas of reworks/buffs, but this is definitely the one I have seen the most thought put into. I in particular like the idea of your Perfect Balance. It's no longer a SkS nightmare and it's not a mediocre GL recovery ability either. This hypothetical kit just makes it seem less painful to play overall. Good job.

    The only other major issue not addressed is the fist stances, but frankly in the face of other problems such as TK/SSS being useless and comp dependent RNG, I'd rather wait until 6.0 for the team to address the fists.
    (2)

  3. #3
    Player
    KalinOrthos's Avatar
    Join Date
    Jul 2017
    Posts
    558
    Character
    Kalin Orthos
    World
    Mateus
    Main Class
    Gunbreaker Lv 80
    I actually really like these changes.

    I would like to ask, though: have you given any thought to stances? Tight now we really only build to Wind and stay there. The thing that made Monk an absolute blast to play in SB was switching between stances to get RoW stacks in between Tornado Kicks, and it's something I wish they brought back.
    (2)

  4. #4
    Player
    hballamco's Avatar
    Join Date
    Mar 2019
    Posts
    12
    Character
    Ellie Drake
    World
    Louisoix
    Main Class
    Monk Lv 80
    I just .... like it. Very good job
    (3)

  5. #5
    Player
    FoxCh40s's Avatar
    Join Date
    Feb 2020
    Posts
    332
    Character
    Source Eldion
    World
    Faerie
    Main Class
    Scholar Lv 90
    Quote Originally Posted by FLeet229 View Post
    Hi, first post here.

    Ever since I started playing, I always found Monk to be very clunky and disappointing (why can't I use tornado kick more often???). I wholeheartedly agree with other posts on this forum asking for complete rework, but I don't expect a huge change until at least next expansion. So I thought about what could be tweaked to current Monk abilities to make it less dissatisfying and less clunky to play. I think small changes can be implemented mid-expansion so I put together some ideas and put it into an image.

    https://imgur.com/gallery/pkAyBnM

    These don't change the fundamental gameplay but do address some of the core issues (or at least what I think are the most dissatisfying things about the job), such as constant positional change, chakra overflow, tornado kick and six-sided star that barely get used, clunky opener with anatman, and perfect balance.

    Please let me know if the link doesn't work. I just wanted to include some visuals instead of just walls of texts.
    See, this is the kind of stuff I'm talking about! A singular person can come up with such amazing and excellent ideas that actually fit, not only the lore, but abilities of the class, but a WHOLE TEAM of employees cant?

    I LOVE the ideas, and cannot fathom how the Dev team didnt think of this first.
    (4)

  6. #6
    Player
    Noctisnine's Avatar
    Join Date
    Mar 2018
    Location
    Limsa
    Posts
    111
    Character
    Winter Valentine
    World
    Twintania
    Main Class
    Gunbreaker Lv 90
    I love it, would be very interesting if SE takes a look and learn something, cause monk is the least played job right now. Not rewarding having to do so many positionals on a job with 1.90 gcd. It should get the same treatment as Sam and Blm.
    (2)

  7. #7
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,572
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Yo, that is your first post? Holy moly, the changes are absolutely LIT my dear! I love every bit of it.

    I assume that if you take inspiration from Drill + Air Anchor that TK and Six-Sided Star (one of them) will have an interesting effect tied to it like Air Anchors +20Battery? If so, love every bit of it.

    Especially that Anatman change, OH MY GOD I've been wanting that ever since they got rid of Wind Tackle (as much as ppl didn't like elemental tackles, Wind Tackle or current PvP Shoulder Tackle was / is a boon).
    (1)

  8. #8
    Player
    Yani-Madara's Avatar
    Join Date
    Oct 2019
    Location
    Limsa
    Posts
    44
    Character
    Kaiser Veritas
    World
    Brynhildr
    Main Class
    Samurai Lv 80
    I'm still leveling Monk but I want to add something.

    Leaden Fist should either change Bootshine's icon (Like DRG's) or add the yellow lines that pop up on other jobs when an attack is ready.

    Example: Enpi on Sam and Firestarter on BLM

    Some points are good but I disagree on making Tornado and SSS gcd, Monk is already a GCD fest that needs more oGCD options.
    (2)
    Last edited by Yani-Madara; 05-23-2020 at 02:51 AM.

  9. #9
    Player
    Vendalwind's Avatar
    Join Date
    Jul 2019
    Posts
    340
    Character
    Vendal Solairune
    World
    Cactuar
    Main Class
    Ninja Lv 90
    Generally i like it.

    I personally also want to see changes to fist stances so they operate as phases, but many people disagree with me on that as ive seen in the past.

    There would need to be number tweaks if six sided star was to be used so frequently.

    And i dont like the perfect balance change. I primarily play nin (havent played monk in end game since arr) for a very long time ive hoped skill speed would be viable on ninja. But for many reasons its not. When bunshin was teased because it was duration based i thought some sks would finally have its day. But then they nerfed it. And then they made it last only a specific number of hits. I jave other complaints about the current ninja, but on the subject of monk I personally actually like that having a certain amount of SkS not only changes your rotation but enables you to better use your cooldowns.

    So i agree with everything except making perfect balance charge based like bunshin.

    I do have monk at 80 and do hope to return to the class someday.
    (0)

  10. #10
    Player
    IruruCece's Avatar
    Join Date
    Aug 2019
    Posts
    263
    Character
    Iruma Ceceyigen
    World
    Cactuar
    Main Class
    Samurai Lv 90
    I disagree strongly with removing positionals, on monk and on any melee DPS. They aren't what keeps players away from any job, and monk was underplayed next to other DPS even when positionals were more of a thing across multiple melee jobs (and had other problems next to other DPS at the time). I recognize, however, that I appear to be in the minority on this.

    I suggest getting rid of all the methods Monk (and melee in general) has to ignore positionals instead. It strikes me as incredibly odd that SE left Monk in a state where it MUST engage with the bosses beyond just sitting still and hammering globals, but then gave us MULTIPLE skills that let us ignore than particular mechanic for an extended period of time. It really is an either or at this point, SE should either kill off positionals as a concept (and make the game less interesting IMO), or provide better feedback to players so they know they've landed a proper positional, up to increasing the "reward" for doing so.

    KILL. ELEMENTAL. FISTS. These buttons are little more than rotting wisdom teeth on the kit of the job, and have been so since Heavensward. SE has constantly used the excuse of button bloat for nixing off multiple skills that players have actually used in their rotations on the regular, but has somehow managed to leave elemental fists more or less as is: buttons that we hit before a fight, that we switch once we get to a certain part of our opener, and then sit on for its particular buff for the duration. In HW and SB, it was Fire. In ShB, it's Wind. Functionally, SE has tweaked these fists, particularly in regards to our GL4, but practically, players just sit in the same damned fist for 10 minutes until the boss dies. You want button bloat gone? There's three right there. Maybe give us ONE of the actually useful OGCDs we lost between SB and ShB.
    (6)
    Last edited by IruruCece; 05-23-2020 at 07:22 AM.

  11. 05-23-2020 12:17 PM

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