Quote Originally Posted by Guesswhat View Post
Those moves were good for solo play...
Being someone who plays a lot of Guild Wars 2 lately, I can appreciate the idea behind wanting Featherfoot as a dodge and Haymaker as a follow-up. It sounds great on paper. I don't think it worked out terribly well in its implementation and in practice, though, and that's regardless of whether we're talking about solo or group PvE. I don't think the game engine at its state at the time was really equipped to make the most of the idea.

I get that SE wanted to keep PvE and PvP separate, but it's not like there aren't PvE moves also present in PvP. They just work differently in PvP. My concern is the PvP-exclusivity of certain moves that would actually fix issues in PvE quicker and in a more cost-effective manner than waiting so long on allegedly expensive job changes due to schedule and budget reasons. Migrating a skill over to PvE is simple when the animation and icon are already in game, so there's no additional cost to make a brand new skill involved.

Speaking of Axe Kick, imagine if Anatman (which puts you into the Anatman "state" in your status enhancements) used pre-pull did what form shift does now (which is essentially only there to be like Meditation, where instead of having to push the button many times it just gives you all your chakra at once, so if the tank is a Leeroy Jenkins who doesn't give you a countdown, you can just start the fight without having to lose 3 GCDs waiting to go into Opo-Opo form), and maxed out your chakra stacks like meditation. Now imagine if it also changed Shoulder Tackle to SB-style Wind-Tackle. Here's what the opener would start out with:

Wind Tackle > Demolish > Riddle of Wind double-woven with Axe Kick

Congratulations, you're not even at the second GCD yet and you're now at max 3 stacks of GL in FoF. Do your vanilla ABC rotation and swap to FoW to get to 4 stacks.

I'll raise you another version. Instead of Wind Tackle, it's PvP Riddle of Wind, where each shoulder tackle gives you a stack of GL. You'd max your GL stacks before reaching the second GCD.

If you could get up that quickly, nobody would have an issue with GL. The problem is that they gave us an extra GL stack to go faster, but instead of keeping the ways of getting our stacks up that we had, they took it away, forcing us to take longer to wind up. That's kind of counter-intuitive to the idea to giving us an extra stack of GL, which is where the whole problem was. One step forward, two steps back. Not sure what the thinking was there, unless they were concerned MNK would be too powerful and they tried to shackle it back. In that case, I think the smarter thing to do would be to just make MNK play fluidly, and then deal with potency adjustments later as needed. Nobody cares how powerful the job is if it plays like garbage.

(continued in another post due to the character limit)