Results 1 to 10 of 35

Hybrid View

  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 Satarn View Post
    Having to target a disengage skill as a MNK is quite annoying, but being able to dash right towards the enemy as a gap closer, without a risk of overshooting it is handy, not to mention there's certainly people who enjoy Thunderclap being similar to BLM's Aetherial Manipulation. However, by looking to RPR there is a solution to this that allows for best of both worlds.

    Keep Thunderclap the way it is and simply give MNK another ability which moves them backwards without interacting with a target, like RPR's Hell's Egress and similarly to it, shares cd/charges with Thunderclap. Even if you'd like to freely move ahead without a target, you can also do that by turning around beforehand. It can even use the same animation, just in reverse, in order to save on assets.
    Ironically, Samurai's disengage and gap closer is something I think would fit the Monk perfectly, from a mechanical and job fantasy perspective. They are light hits, which fits the idea of Monk being a fast and mobile fighter that delivers damage through many consecutive blows, rather than large single hits (which admittedly is another aspect of the job's identity that has been thrown into the garbage in part due to the half-baked Blitz system turning them into better AoE specialists than Dancer). It makes sense that even as they retreat from an opponent, they would get in a hit, a sort of love-tap/reminder that we're still here. It feeds into the original job's need to keep up the pressure (due to Greased Lightning, and now to a lesser extent with Twin Snakes taking its place). It makes me think of martial arts films where the heroes evade the villain effortlessly while still striking their opponents even as they fall back, or how quickly they move in on an opponent to exploit a gap in their defenses only they can see to land a particularly vicious strike.

    Thunderclap is just another idea that sounded really great on paper for Monk, but effectively didn't take into account how difficult it would be to use under duress. It also fails to account for situations where groups want to spread away from eachother, therefore making it just another button that is situational at best. Yes, there are creative macros one could use to bounce to a player in question for situations that call for it, but from a sheer usability standpoint, the Dancer's dash is a better execution of the same basic concept.

    Thunderclap as a tool for enabling offense doesn't appeal to me either because FF14 is incredibly lenient with melee range. You don't actually need to stand on the targeting circle to hit something, you can be a fair distance away. And frankly, I've never once, in any single piece of content I've ever played in this game, thought to myself as Monk "Gee, if only I could just teleport right next to the enemy that I've targeted after running away from it!" because we used to have Shoulder Tackle to effectively do that already! Me moving away from the boss was effectively my disengage (the thing that the job actually needed some help with), re-engagement with the boss was already a solved problem. By making a button that tries to do both, then tying it targeting something/someone, they challenge the value of Six Sided Trash as "disengage", while also providing a solution for something we already had an effective answer to.

    In the previous expansion, Monk had the problem of too many things dedicated to maintaining a self buff, all of which were questionable to some degree. Now we arguably too many buttons meant to enable disengagement, one of which is universal to everyone in the game.
    (0)

  2. #2
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Quote Originally Posted by IruruCece View Post
    Ironically, Samurai's disengage and gap closer is something I think would fit the Monk perfectly, from a mechanical and job fantasy perspective.
    Turn Six-sided-star into a disengage that pushes you back "x" yalms and problem solved. SSS is supposed to be a finisher before the boss jumps but it would be much better served as a tool for backing out of an aoe. The skill literally gives you movement speed but I would prefer it just push you back from the target and remove that movement speed entirely. Also, get rid of that long gcd reset from using it. There you just turned a very niche ogcd into something actually useful in most scenarios and you can still keep thunderclap as is.
    (5)

  3. #3
    Player
    IruruCece's Avatar
    Join Date
    Aug 2019
    Posts
    263
    Character
    Iruma Ceceyigen
    World
    Cactuar
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Marxam View Post
    Turn Six-sided-star into a disengage that pushes you back "x" yalms and problem solved. SSS is supposed to be a finisher before the boss jumps but it would be much better served as a tool for backing out of an aoe. The skill literally gives you movement speed but I would prefer it just push you back from the target and remove that movement speed entirely. Also, get rid of that long gcd reset from using it. There you just turned a very niche ogcd into something actually useful in most scenarios and you can still keep thunderclap as is.
    But at that point, why even bother with Thunderclap existing in the first place? Your modified SSS fixes that skill pretty much entirely, may as well just put in Shoulder Tackle again as our gap closer.

    If people want the DBZ ZWEE so badly, they can give us a silly tackle mastery trait that turns it from a basic shoulder tackle to the teleport. As things stand, it just feels like the skill was designed to visually impress first, and everything else about using it came a distant second.
    (0)

  4. #4
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Quote Originally Posted by IruruCece View Post
    But at that point, why even bother with Thunderclap existing in the first place? Your modified SSS fixes that skill pretty much entirely, may as well just put in Shoulder Tackle again as our gap closer.

    If people want the DBZ ZWEE so badly, they can give us a silly tackle mastery trait that turns it from a basic shoulder tackle to the teleport. As things stand, it just feels like the skill was designed to visually impress first, and everything else about using it came a distant second.
    I'm simply suggesting that SSS act similar to SAM yaten. A backstep away from the target. Currently its just a movement speed buff that doesn't stack with sprint or SCH expedient. It slows your gcd, which feels terrible because that time could be used to charge chakras but instead you are punished for using it and have to wait. This change would keep clap they way it is and make SSS more useful than it currently is. Also, the intended way to use SSS isn't ideal as damage registers at the end of the animation so if you are a bit slow or server ticks aren't your friend, you will execute the skill but not deal the damage.

    Ultimately, I like clap and how it works but being on controller makes it incredibly clunky to use similar to DRG eye, or 1.0 Nascent Flash but I can't macro it unlike the previous skills so there is literally no work around.
    (0)