Quote Originally Posted by Mikey_R View Post
Giving monk ANOTHER way to ignore positionals is just silly in my opinion...
I can understand this sentiment but again that's why I would increase it's cooldown and reduce it's duration, so that it cannot be constantly rotated between Perfect Balance and True North with minimal downtime. I don't think this has to necessarily be the direction it takes but I do think it's better than just having it be an ability that extends twin snakes while nothing is going on (it seems very pointless). I would much rather have another chance to ignore positionals than an ability that I'm never going to use at all. If Anatman was unlocked earlier perhaps it could be justifiable as it is now, but it being gated by lvl 78 seems counterproductive. What would you propose they change about Anatman instead?

Quote Originally Posted by Mikey_R View Post
The 'misalignment' of emolish and Twin Snakes is what makes the rotation more interesting in my opinion, and lining them all up won't enhance the gameplay.
To you it might make it more interesting, but what do you mean by "enhance"? If your definition of enhance is improve the experience then that would be very subjective, as having smooth rotations with positionals that line up with each other will be preferred by players that like more streamlined gameplay, whereas this "bumpy" rotation that has you alternate between Demolish and Snap Punch every 3 rotations instead of every 2 like Bootshine & Dragon Kick, as well as True Strike & Twin Snakes, will be preferred by other players that like less intuitive and more fluctuating gameplay. I personally don't really mind the way it is now but I would certainly prefer it if it was the way I suggested.

Quote Originally Posted by Mikey_R View Post
While it sounds like a good idea, there are very few fights that stun/bind/slow/heavy in any content that it would just be redundant...
What would you change about the Fists then? Just leave them as is and have 2 of them never be used meaningfully? Fists of Earth, outside of low lvl content where you're forced to use it, I've only seen used if your tank dies and you happen to pick up aggro, at which point if you don't have Riddle of Earth, Bloodbath and Arm's Length, chances are you Fists of Earth won't be making a difference anyways. Fists of Wind is pretty much a "move around cities faster" button, and it's not even that much of a difference. Buffing their numbers doesn't seem healthy at all, so I guess just remove them entirely? In which case why not just give Fists of Fire the Greased Lightning treatment and make it a permanent trait?

Quote Originally Posted by Mikey_R View Post
The original goal behind Form Sift was for favourable openers and helping to keep GL after downtime...
Yeah like I said I think it's fine as it is but having it be oGCD like you yourself said could open up more variety in combos where you weave in Form Shifted Bootshines instead of, say, True Strikes and Snap Punches.