In general, I'm for positionals actually providing a noticeable indicator to the player that they've successfully pulled them off. Whether it's a damage increase to that specific move, or a buff that benefits the combo later down the line, both would resolve another problem people keep bringing up: a lack of feedback from the job. A lot of newer players apparently complain that it doesn't "feel" like they're doing a lot of damage on monk, or they're struggling to determine if they're "doing things right".
Part of that issue, again, lays directly on current Bootshine/Leaden Bootshine's doorstep. As you point out, outside of Tornado Kick and Demolish's full DoT duration, Bootshine's the most significant numbers a player is going to see, the most immediately obvious indicator that they "did something right." It was so significant that you could say it encouraged players to say it's "good enough" to only hit your Bootshines. That simply should never have been the case, ever.
Positionals should ideally be a significant enough damage increase that lazy monks won't cut it in hard content, and they'll be lagging behind other DPS that are playing better, especially behind a better monk. The reward for playing the job well should put those players more than 10-15 percent ahead of a dude that's only landing their rear positional. In your concept, tying leaden fist buffs to landing positionals does solve that, so I already like it better than the existing implementation.
I'm leaning more towards Vent's idea of just up and removing Leaden Fists entirely, however. It's too connected to an existing problem (Bootshine being too important), and Vent also brought up how it's tied to Perfect Balance. Tweaking how Leaden works means we also have to address Perfect Balance, because the last thing I personally want to see is that it gets used to spam a specific weapon skill when we're in our burst phase.



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