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  1. #1
    Player
    IruruCece's Avatar
    Join Date
    Aug 2019
    Posts
    263
    Character
    Iruma Ceceyigen
    World
    Cactuar
    Main Class
    Samurai Lv 90
    Quote Originally Posted by dezzmont View Post
    We will see how Monk feels for monk vets, but it almost certainly is going to solve the 'New players try out monk or lord forbid start as one and think melee play sucks' problem.
    'New players try out JOB and think ROLE sucks' is a problem that has affected this game since at least Stormblood. Between ill-advised button culls (followed with replacing them with buttons that more or less do what old buttons did, but "flashier"), and a focus on how the job will play at cap above all else, arguably every job in the game sucks before 50, some worse than others. And new players who don't choose to buy a boost will spend a lot of time doing content that is synced, so even if they are well above the level for an early story dungeon (happened to me on an alt), you're potentially having the majority of your kit locked away by the story, by the dungeons or boss fight instances, as you zip from quest marker to quest marker. They added an option specifically to allow players to enter leveling roulette for dungeons at or near their level, because it's pretty freakin' annoying to take a level 60+ job that's actually starting to feel like it's coming together, and get dragged into early ARR content.

    I love FF14, but a well paced experience for newer players it ain't, and Monk is only one symptom of that problem. I recently decided to start leveling bard finally, and it's been so dull (its in the 50s now) that even when I ain't focused on classes, I don't even feel like logging in to level it. Summoner pre-60 is exceedingly dull. Black Mage feels stiff as heck early on and doesn't really come into it's own until roughly 60. Many DPS don't get proper AoEs for far too long. Healers have had considerable portions of their kits stripped away over the years to essentially force them to heal more and DPS less (while still placing the expectation that they DPS anyway). Every job feels like something is seriously wrong or missing until you get to the current level cap for one or many reasons, and that's pretty much on SE. It's been such a problem that there have been instances where they've needed to fix job quests to account for tools players once had being missing from the game now.
    (2)

  2. #2
    Player
    ssunny2008's Avatar
    Join Date
    Mar 2014
    Posts
    577
    Character
    Micela Arzur
    World
    Shiva
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by IruruCece View Post
    'New players try out JOB and think ROLE sucks' is a problem that has affected this game since at least Stormblood.
    Exactly.

    Quote Originally Posted by SpeckledBurd View Post
    By the looks of it, the Blitz mechanic is closer to Meikyo Shisui. You activate Perfect Balance> Execute Three Skills to collect sigils> perform a finisher, which unlocks a Light/Dark finisher chakra depending on which one you did. You have to execute two separate finishers to perform Starshower ala Shoha.
    I´m actually sceptical about this and the loss of positionals. We get a new Meikyo Mudra mix, but it´s nothing new. It´s just more a copy & paste idea and we´ll have "must use" skills anyway. I can´t even believe that the job is becoming busier to justify less positionals. We just spam PB more often to perform a finisher and that with less off-GCD´s. Seriously we don´t need a 2nd SAM or NIN.

    The new gapcloser is questionable too. If we have a look at the latest content, there is not even a need for so many movement and you rely on other players if you want it to use as an escape. I highly doubt that we´ll get content, which needs such an amount of movement, even if i hope so.
    (2)

  3. #3
    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 ssunny2008 View Post
    I´m actually sceptical about this and the loss of positionals. We get a new Meikyo Mudra mix, but it´s nothing new. It´s just more a copy & paste idea and we´ll have "must use" skills anyway. I can´t even believe that the job is becoming busier to justify less positionals. We just spam PB more often to perform a finisher and that with less off-GCD´s. Seriously we don´t need a 2nd SAM or NIN.
    It's also more than what Monk had this expansion mechanically since it comes up more frequently than Perfect Balance did, and it has more thought than just alternating Dragon Kick/Bootshine 6 times. At a glance this seems like this will be a bigger brain mechanic to use than Meikyo/Mudras, since its based on the Form Stance, so what you use will vary based on whether you've got Leaden Bootshine available, the duration of Twin Snakes left, and the Demolish timer. That said I agree that removing removing Raptor form positionals was unnecessary either since we've still got 3 charges of Riddle of Earth and 2 charges of True North, but more than anything Monk needed a new mechanic, and this is that even if there's some similarity with SAM/NIN.

    The new gapcloser is questionable too. If we have a look at the latest content, there is not even a need for so many movement and you rely on other players if you want it to use as an escape. I highly doubt that we´ll get content, which needs such an amount of movement, even if i hope so.
    I actually quite like it. It inherently does what you wanted Shoulder Tackle to do as a gap closer since it still targets enemies. Even if it isn't always necessary it's a net benefit to have added mobility that doesn't cost anything to use by being able to target the party with it. There's an additional charge so it can move even more. Plus it no longer has the annoyance of having to drop a Shoulder Tackle out of your burst phase if you need movement afterwards.

    Overall its just an inherently more versatile skill.
    (6)

  4. #4
    Player
    ssunny2008's Avatar
    Join Date
    Mar 2014
    Posts
    577
    Character
    Micela Arzur
    World
    Shiva
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by SpeckledBurd View Post
    It's also more than what Monk had this expansion mechanically since it comes up more frequently than Perfect Balance did, and it has more thought than just alternating Dragon Kick/Bootshine 6 times. At a glance this seems like this will be a bigger brain mechanic to use than Meikyo/Mudras, since its based on the Form Stance, so what you use will vary based on whether you've got Leaden Bootshine available, the duration of Twin Snakes left, and the Demolish timer. That said I agree that removing removing Raptor form positionals was unnecessary either since we've still got 3 charges of Riddle of Earth and 2 charges of True North, but more than anything Monk needed a new mechanic, and this is that even if there's some similarity with SAM/NIN.
    Yeah of course it´s atleast something. I might be even fine with it, if they wouldn´t get ride of positionals atleast. Imo it goes in the wrong direction for me. Playing melee becomes like "you´ve played 1 tank, you can play all tanks", because they all become way too similar, again! That AST will be a 100% WHM just with cards instead of ADPS is meeeeh too.

    I don´t know why so many classes exists, when all subclasses gonna be the same. Maybe just create one roleclass and give us skilltrees or animations to choose? I don´t know... would bring atleast variation.

    We need unique features and not just new animations with the same gauge on 3 other classes.

    Quote Originally Posted by SpeckledBurd View Post
    I actually quite like it. It inherently does what you wanted Shoulder Tackle to do as a gap closer since it still targets enemies. Even if it isn't always necessary it's a net benefit to have added mobility that doesn't cost anything to use by being able to target the party with it. There's an additional charge so it can move even more. Plus it no longer has the annoyance of having to drop a Shoulder Tackle out of your burst phase if you need movement afterwards.

    Overall its just an inherently more versatile skill.
    Yeah, gapclosers should´ve always been gapclosers and not just "extra damage skills". That´s great, but the escape mechanic is a bit questionable for MNK and i really just can hope for content, where we can make use of those dashes. That other gapclosers got little reworks, that sage has one and that scholar has a raidwide sprint gives atleast some hope for more than "move to marker A, move to marker B" stuff.
    (3)
    Last edited by ssunny2008; 09-19-2021 at 06:09 AM.

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