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  1. #21
    Player
    Noraiga's Avatar
    Join Date
    Jun 2017
    Posts
    55
    Character
    Noraiga Celesteis
    World
    Omega
    Main Class
    Monk Lv 90
    I totally agree... The change they gave to Monk is really welcomed and i truly like the "Nadi" system BUT !

    As a new system come, new flaws get on the ANCIENT FLAWS ! That's my biggest problem with Monk change, i mean props to the Dev Team but if they don't rework the "Anatman", "Chakra"( Chakra is really a difficult one to solve now that Endwalker is a month to release it can wait ), "SSS" and the least one who need change : "Nadi" ( Nadi just need to work OUTSIDE perfect Balance ) we gonna end up with AGAIN a broken class.

    It's not like a few flaws, no, it's MANY flaws AND one of them... Sorry two of them is big ! I didn't put to much thought in Anatman but this one too is a difficult problem to solve (Or simply just throw it out lol).

    I know people will not like that, but Monk lack oGCD i mean the possibility to smash my button was really pleasant but now it's kinda boring because "NADI" just EXTEND GCD and we lose positionals, i mean i would be fine with this lose if we didn't lose oGCD too.

    EDIT: Downtime will be incredible boring also without "Nadi" and the lose of positionals, that's why we need at least: Positionals or oGCD beside TFC !

    Anyway Dev Team please ! Give Monk a rework please !
    (1)
    Last edited by Noraiga; 10-14-2021 at 06:19 PM.

  2. #22
    Player
    Lihtleita's Avatar
    Join Date
    Jan 2018
    Posts
    936
    Character
    Lihtleita Lonstyrmwyn
    World
    Lich
    Main Class
    Marauder Lv 100
    I've been yelling about how having SSS on the GCD makes it a less reactive disengage tool for two years

    its still the same ;n;
    (1)

  3. #23
    Player
    Dewslam's Avatar
    Join Date
    Jul 2016
    Posts
    222
    Character
    Dewslam Beefgrab
    World
    Balmung
    Main Class
    Pugilist Lv 90
    Chalk me up as one of the monks really unhappy with the proposed changes. At best the Blitz system is taking away several of our useful OGCD tools to introduce an entire mechanic designed to make the class play more like other DPS classes like Ninja and Samurai. If I wanted to play like those classes, I'd be playing them already; they're fine classes and I'd like if each class could have its own identity. We didn't need yet another DPS to join in the whole "you have a special gauge that involves setting up three sigils for bonuses" thing. Especially when so much of monk's kit has been neglected over the years despite the frequent pruning. Others have been quick to point out skills like Anatman and Six-sided Star feel almost pointless at times while some of the new skills, like Riddle of Wind, fall right into that same niche of who's going to use them and why. On top of that the few things monk did have, like a really nicely tuned burst, are being futzed with! With Brotherhood now being jumped up to a 120 second cooldown and one of the biggest things monks have been begging for, for a while, an increase to our chakra stores, absolutely nowhere in sight to compensate.

    It feels like they just wanted to add more tedium and complexity to do the same things we already do while giving us almost nothing in return. Which is a shame because you'd be hard pressed to find too many people who wouldn't agree that monk needed an overhaul or a redesign given how much of the game's systems have evolved and grown while Monk mostly stayed the same; starting to feel like a relic in ways. And it's not to say that I think the blitz system is inherently bad: but I think taking away or limiting our tools and just kind of dropping it on top of the existing structure like this, as if it's a fix for a problem that they created solely for it to fix, does it, and the whole class, a huge disservice.

    But hey, two of our skills don't have positionals anymore - I guess that makes everything alright.
    (1)

  4. #24
    Player
    VincentH's Avatar
    Join Date
    May 2017
    Posts
    19
    Character
    Vincent Hunt
    World
    Excalibur
    Main Class
    Samurai Lv 100
    I agree 100% with the 1st post. I also expected they would rid MNK of useless skills like Anatman or at least turn it into something else, hoped that SSS would be like SAM's shoha but its still the same.
    (0)

  5. #25
    Player
    wereotter's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    2,106
    Character
    Antony Gabbiani
    World
    Faerie
    Main Class
    Viper Lv 100
    Quote Originally Posted by PangTong View Post
    2. 30 second duration ofPerfect Balance will lead to long prepulls.
    By using Perfect Balance 23 seconds before pulling the boss, your first charge of Perfect Balance comes back up 17 seconds into the fight, meaning you can do three blitzes early on, not only getting Phantom Rush in the opener but also guaranteeing you get Phantom Rush in every 2 minute window thereafter. I'm having a hard time believing this is intentional.
    Legitimately asking since I've heard this a few times, but do we know if it counts if your attack doesn't connect to a target? Theoretically the devs could have put it in so that you don't generate your resources toward masterful blitz if your attacks don't connect to an enemy.

    Quote Originally Posted by PangTong View Post
    4. The new Celestial Revolution attack is also functionally useless
    Based on potencies shown in the tooltips, you NEVER want to use Celestial Revolution as it's simply flat out less damage than any of the other blitzes while also not hitting in AoE. When I first saw the design for the Blitz system my assumption would be that there would be a AoE Blitz (Elixir Field) and a single target blitz (Celestial Revolution) for the Lunar Nadi. Instead it appears that Elixir Field is the intended attack for both AoE and Single Target, and Celestial Revolution is instead just a "consolation prize" blitz if you screw up Perfect Balance? It assures that you open the other Nadi but at the cost of significantly less damage.

    I just don't understand why they'd implement an attack that you never want to use and is instead is only usable if you make a mistake. It seems like a total waste of the potential of the Blitz system. Is Celestial Revolution, a brand new attack, really just mean to be the equivalent of Monk "bunnying" their mudra-like system? I really think they should reconsider.
    This one I'm going to disagree with since I'd rather get some damage and the Yin/Yang that I'm missing if I mess up so I can at least keep my rotation and big attacks going as normal than be punished by getting nothing and having my big attack delayed by 30 seconds.

    Quote Originally Posted by PangTong View Post
    5. Riddle of Wind is uninteresting and uninteractive
    The new Riddle of Wind cooldown only affects autoattacks, which means that there's really no other considerations to be made as to when you press it or what you do after you've pressed it. With normal damage buffs such as Riddle of Fire, you are at least rewarded with more damage for trying to use other strong skills during the buff window, but there are no actions in the game that synergize with autoattacks. Riddle of Wind is an exceedingly simple button that you press, and your damage goes up for a bit. It doesn't make the Monk rotation any more interesting, it's only value is maybe a cool animation and seeing lots of numbers pop up for a bit. Abilities like this seem like a waste, especially since over the years they've gradually cut back on simplistic flat damage skills that you just use on cooldown.
    Monk has always had disproportionately powerful auto attacks compared to other melee DPS jobs. Sure this isn't flashy or exciting, but it's a skill you'll want to align with other party buffs as best you can since your auto attacks have been and always will be the biggest percentage of your damage when compared to any other single skill. Sure the skill isn't exciting or flashy, but there still will be thinking of when to use it. Like you wouldn't pop it if you know that chain stratagem, battle litany, or trick attack are still a little bit off, it's not just a push it on cooldown kind of button.
    (0)

  6. #26
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,874
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by wereotter View Post
    Monk has always had disproportionately powerful auto attacks compared to other melee DPS jobs. Sure this isn't flashy or exciting, but it's a skill you'll want to align with other party buffs as best you can since your auto attacks have been and always will be the biggest percentage of your damage when compared to any other single skill. Sure the skill isn't exciting or flashy, but there still will be thinking of when to use it. Like you wouldn't pop it if you know that chain stratagem, battle litany, or trick attack are still a little bit off, it's not just a push it on cooldown kind of button.
    I could have sworn such was still proportionate once accounting for the fact that Monk has a tremendous amount of all-affecting buffs, rather than the higher base potencies of its counterparts. Auto-attacks always remain, what, 33.3 potency per second over time unless adjusted by damage modifiers? The higher one's base average ppgcd, the lower portion of total damage those auto-attacks will account for, even when that job is scaled up through damage modifiers and the like.
    (1)

  7. #27
    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 Shurrikhan View Post
    I could have sworn such was still proportionate once accounting for the fact that Monk has a tremendous amount of all-affecting buffs, rather than the higher base potencies of its counterparts. Auto-attacks always remain, what, 33.3 potency per second over time unless adjusted by damage modifiers? The higher one's base average ppgcd, the lower portion of total damage those auto-attacks will account for, even when that job is scaled up through damage modifiers and the like.
    It's not that Monk has more powerful autoattacks, but Monk just auto-attacks way more due to the 20% GL modifier affecting them.

    That said proportional to the total damage Monk puts out, Auto-attacks are a greater proportion of Monk's damage (around 16-18%) than they are on the other melee (around 10-12%) from glancing at a handful of logs.
    (3)

  8. #28
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,874
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by SpeckledBurd View Post
    It's not that Monk has more powerful autoattacks, but Monk just auto-attacks way more due to the 20% GL modifier affecting them.

    That said proportional to the total damage Monk puts out, Auto-attacks are a greater proportion of Monk's damage (around 16-18%) than they are on the other melee (around 10-12%) from glancing at a handful of logs.
    They aren't just accelerated, though. They're also damage-multiplied (by a total of 1.21x). This was more prominent previously, when we were running under GL4 and Twin Snakes both, but even now we see it under enhanced FoF and TS:
    (1.1*1.1)/(1-.2) = 1.5125
    Such quickly makes sense of Monk's higher percentage contribution from auto-attacks (now ranging from some 15.3 to 16.9%, clustering around 16%) when comparing those numbers to, say, DRG's average of ~11.75% at a 1.1x AA modifier.
    (0)

  9. #29
    Player
    PangTong's Avatar
    Join Date
    Mar 2016
    Posts
    247
    Character
    Reginald Thorne
    World
    Ultros
    Main Class
    Monk Lv 100
    Quote Originally Posted by wereotter View Post
    Legitimately asking since I've heard this a few times, but do we know if it counts if your attack doesn't connect to a target? Theoretically the devs could have put it in so that you don't generate your resources toward masterful blitz if your attacks don't connect to an enemy.
    It's not that you can just stand away from the boss and generate blitz seals by doing AoEs (almost certainly you can't). The idea is that you pop PB 23~ seconds before the pull, and because it lasts so long you can still do all 3 GCDs on the boss when the pull starts. If you pop it early, it starts recharging sooner which means it comes up again sooner. A player who uses PB 23 seconds before the pull will get their first recharge 17 seconds into the fight, while someone who only uses PB after the fight starts won't get their first recharge until at least 40 seconds into the fight.

    By exploiting this you can theoretically get an additional Blitz in your opener, and also align Phantom Rush with every 2 minute raid buff window thereafter.
    (1)

  10. #30
    Player
    VentVanitas's Avatar
    Join Date
    Feb 2020
    Posts
    676
    Character
    Seiko Hanamura
    World
    Kujata
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by wereotter View Post
    This one I'm going to disagree with since I'd rather get some damage and the Yin/Yang that I'm missing if I mess up so I can at least keep my rotation and big attacks going as normal than be punished by getting nothing and having my big attack delayed by 30 seconds.
    "Messing up" PB would have to be such an obviously deliberate choice though. That is my problem with Celestial Revolution being the Rabbit Medium equivalent and why I think it's an absolute waste to keep it that way. You would have to be very careless or not even be thinking about what you're pressing to screw up Blitz. It's not strict like Mudras, because the only factor determining your failure for Blitz is not paying attention.

    I would choose having "2 useful Blitz, 1 situational one" over "the only 2 Blitz worth using, 1 useless one that you never want to use in any scenario" any day of the week.
    (2)

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