If people want any chance of getting positionals back (which I doubt at this point from how many tone-deaf changes SE has made), keeping this thread relevant by making it the de-facto 6.0 MNK megathread would probably be the way to go.
If people want any chance of getting positionals back (which I doubt at this point from how many tone-deaf changes SE has made), keeping this thread relevant by making it the de-facto 6.0 MNK megathread would probably be the way to go.
I actually agree with this a lot and I've talked about this before too.
I think that certain animations should override others, for example Tornado Kick should've been overriding your standard combos.
The attack should still happen and you should see the number, but the full animation of Tornado Kick should play out imo.
With that said it doesn't change my views on the gameplay, but I do have issues with animations being really really cool but then not seeing them much not just on MNK but others too.
The new big SAM hitter for example ( cba to look the name up ), in the Job trailer it looks really cool love the sheating animation and all that after the hit.
But in gameplay you don't really see the whole thing, it feels like such a waste imo.
FFXIV has such incredible animations overall but a lot of them just get clipped.
I know it´s SE´s fault to follow the wrong feedback. But they just follow claims like yours. Ppl who barely play the job show up like "It needs to change... there are 19 other jobs to play, but please change it... i love MNK animations so much!".
It´s just wrong and you can claim like me or another MNK main own the game too ofc, but there is a huge gap between:
- being able to swap jobs easily and ignore MNK caused by positionals
or
- stay with the ONLY positional heavy class for years and call it my main.
Being the only positional heavy class has been a unique aspect of the game. As i said before it´s comparable to BLM, which is unique in itself too and have the same low playerbase. But it doesn´t get changed because ppl are like "I don´t play it, but it´s so perfect designed!" meanwhile MNK is like "I don´t play it, but it´s bad designed!".... like wtf?!
If you really think i´ve a problem with you, then you´re wrong. It just gives me a headache to read stuff like "Job will be busy as before, job looks so cool now, i´m so excited!", when we lost pretty much everything for "just another gauge with animations". (Same as the new SMN)
Ideally, but far from always.
Find me these Monks that make up our alleged majority?I won't pretend to not be aware of how awkward most MNKs felt using this skill between GCDs.
How does... what?Riddle of Wind to weave every 90s, which I believe will just "feel good' to use in between GCDs.
It's 15 seconds per 90 seconds of effectively just 50% more auto-attack damage. It's one button-press. You might as well say that "Riddle of Fire feels good enough to use in between CDs that it makes up for our three lost rotational oGCDs." It doesn't, by the way.
Yes, the sole improvement in an otherwise butchered kit.Also, correct me if I am wrong, but I believe SSS has been adjusted so it functions outside the GCD, but will place its recast on all skills meaning you can use it immediately after a GCD. If this is the case, it is also an improvement.
I'm not mad that SE decided to cater to people who haven't ever mained the job. I'm not even surprised, really. But I am disappointed.
At least I never bothered finishing off the relic, if I'd bothered with the awful Bozja grind for a weapon I wasn't going to end up using at all for Endwalker, I'd be a lot more upset. What a terrible decision on their part, if they let me throw out the job crystal I gladly would.
Fortunately, this game does offer multiple jobs to play, so I'm not starved for choice. If I'm not happy with a job, I can play something else. I have to wonder, however, why anyone at SE thought that the best way to drive interest in the job would be to try catering to people who don't even play it to begin with, while alienating people who have wasted years hoping for better. But hey, at least we've got some fancy new animations out of it (that we won't see play out entirely because we're going to be so fast at endgame they'll cancel eachother out).
Your best bet is probably learning Japanese and posting on the JP forums.
OMG YES!!!!!!!!!!!!!!!111!
I JUST CHECKED AND THEY ARE GONE!!!!!!!!!!!!!!!!!
FINALLY!!!`1
They actually implemented the change I been saying on here for ages. I can't believe they actually done it. I did say that bootshine and dragon kick should keep them instead of demolish and snap punch, but this is even better!
This is truly the best change of the whole xpac, i am honestly gleeming, as i'm sure maaaaaaany others are too. Don't get it twisted here the forums are the vocal minority. Most players hated the monk because of the positionals on all skills. 2 or so like others would be fine, but not every GCD. It was essentially always a design flaw, in terms of attraction from all kinds of players. Dragoon would always have more players than monk, not because of aesthetics, but because of positionals.
Dragoon has a few positionals, but yet people still play it. Think about that when you selfishly just want the class to be gate kept by the vocal minority.
Positionals will always be arbitrary busy work, that don't add nothing but a placebo effect to think you are doing something you can do without them, which is move left and right. I mean lol, c'mon people you should know better by now. At least square understand they are simply outdated arbitrary busy work. Now Monk has actual engaging (somewhat) mechanics, they simply DO NOT NEED the positionals. End of.
Oooooh, just noticed they made Perfect Balance only usable in combat. BRAVO!!! They know how to do class design over there. Was in a panic about them leaving it the way it was, so you would have to do that stupid pre-pull nonsense, glad they sorted it. Monk looking spicy now.
Last edited by Navnav; 12-03-2021 at 09:08 PM.
Don't bother. Most monk players on the forums seem to not understand that the problem with monk was actually it's positionals. They were a bit too full on that it required most of your thought train while playing, therefore they couln'd make overhauls to mechanics while them positionals were still around, as it would be way too complex for anyone that didn't have a star brain IQ. They made a good decision removing them, it will finally make the job accessible to much more players. It is unfortunate, but monks in the forums are essentially just an echo chamber, and i'm glad square ignored them.I have no problems with DRG positionals....because they make sense....the rotation makes sense.....the flow makes sense....
Monk positionals made sense....up to 3.0....after that...they were a burden just to add complexity to the job....nothing more
DRG or SAM aren't complex. And they still have postionals...but they don't RELY on them to make the job FUN.
In all honesty though...I do feel for those that felt the job was fine and that they liked the postionals. I really do because you worked very hard to become the best at monk. I would be incredibly naive to believe that we didn't see this coming. Of course they didn't tell us until the VERY last moment. There's no turning back now....only forward.
So old MNK mains who main´d it at every time and have been comfortable with GL have a star brain IQ?! So in which universe does an underevolved human has something to say against the opinion of star brains?
And where is the vocal minority? All i see are the same 3-4 guys over and over again moaning about positionals. Sounds more like a minority on that side SE tries to cater for whatever reason. Those who´ve been fine with MNK´s positionals are the majority for sure.
If moving from left to the right meanwhile doing Blitz is too much to you, then you´re just not a good player. The changes are a joke. There is no depth or any challenge left on MNK. Just another braindead design to cater the left-handed.
Last edited by ssunny2008; 12-03-2021 at 09:40 PM.
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