Quote Originally Posted by Silver-Strider View Post
Thunderclap has 3 charges specifically to be used as a means of engaging and disengaging from an enemy so I fail to see the need of SSS as another disengagement tool. MNK needs more than just niche or decent skills, it needs direction in its job design. Right now, MNK just has a lot of button bloat with no substance to them that either need to be reworked or just flat out removed and SSS is one of those skills that desperately needs something to make it actually usable rather than being another One Ilm Punch.
It is the least button bloated of any melee DPS, though?

DRG - 8 buttons that have no reason to exist. (Mirage Dive separate from Jump, separate buttons for linear combos; F&C and WT as separate skills despite being mutually exclusive and literally not usable except in their proper orders)
NIN - 4 buttons that have no reason to exist. (Ninjutsu as a separate button from any repeated Mudra, since such would already end the series; Spinning Edge and Gust Blade as separate from Armor Break / Aeolian Edge, since they're non-decisions; Phantom Kamaitachi as separate from Bunshin, as they are linearly sequenced, just like DWaW and Assassination before.)
RPR - 4 buttons that have no reason to exist. (2 purely linear combos wasting 2 buttons each.)
SAM - 3 buttons that have no reason to exist. (Hakaze, Fuga/Fuko, Ogi as separate from Ikkishoten despite being unlocked only by the latter.)
MNK - If you never had a reason to minimize downtime while moving in a direction separate from any enemies or allies (so, definitely don't play certain Savage fights), 1 button.

Is Anatman lackluster? Yes. Is SSS undertuned? Yes, faintly. But I fail to see how giving it fewer tools for optimizing uptime would somehow give MNK, thematically/historically the most uptime-obsessed of any melee, more "direction in its job design".