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  1. #71
    Player
    PariahDoge's Avatar
    Join Date
    Oct 2021
    Posts
    14
    Character
    Eddie Bax
    World
    Brynhildr
    Main Class
    Monk Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Personally, I like the niche that SSS fills, but I do think the movement speed increase needs to be increased to that of Sprint and that SSS ought to use a rollover (i.e., to be an oGCD that adds 1.5 GCDs' time to your current time remaining until the GCD refreshes) instead of a relatively standard (double-)GCD skill. The latter, especially, would greatly increase its applicability.

    If not, it at least needs a tiny potency increase.
    This is similiar to how I'd handle SSS if they have to keep it as some kind of subpar disengage. OGCD that gives you 4 seconds of pacification debuff.
    (0)

  2. #72
    Player
    HappyHubris's Avatar
    Join Date
    Jun 2016
    Posts
    426
    Character
    Pocket Hubris
    World
    Leviathan
    Main Class
    Bard Lv 94
    As a new MNK, really enjoying it on the extreme trials. Looking forward to savages. Thunderclap is just immensely satisfying and enables some split-second optimization that adds a thrill.
    (1)

  3. #73
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by PariahDoge View Post
    This is similiar to how I'd handle SSS if they have to keep it as some kind of subpar disengage. OGCD that gives you 4 seconds of pacification debuff.
    If you use it as a pacification debuff, its ppgcd actually varies. For instance, if you hit it immediately after a GCD --assuming a 2s GCD, no Skill Speed-- its effective uptime cost is only 2.5 seconds, down from 4, because you wouldn't have been able to use the 1.5s after your previous GCD's animation lock anyways. Such, given that it'd have to be balanced around its ideal circumstances, wouldn't much facilitate usage except as a finisher.

    Adding exactly X GCDs time to your existing GCD, on the other hand, standardizes its uptime cost. That reduces its skill ceiling, ofc, but it eases its use as a disengage since you don't have to, in essence, pre-cast it immediately after the last GCD you could get off before the disengage (if/when allowing yourself .5s of leeway in which to get SSS in after animation lock if playing with mods or .5s plus twice your ping otherwise), which would otherwise sometimes require that you hit SSS before the AoE indicator even appears.

    Both styles have their advantages and disadvantages (primarily, reward for precasting and higher finisher potency vs. accessibility and reliability). Just food for thought.
    (0)

  4. #74
    Player
    Nianda's Avatar
    Join Date
    Dec 2021
    Posts
    1
    Character
    Nianda Pheles
    World
    Shiva
    Main Class
    Monk Lv 90
    I'm just here to add another voice asking for the reintroduction of positionals.
    (5)

  5. #75
    Player
    Adonan's Avatar
    Join Date
    Jul 2019
    Posts
    111
    Character
    Klifur Yadai
    World
    Exodus
    Main Class
    Summoner Lv 90
    Man, I wish I could experience what MNk was like in ARR and HVN. If I were to avoid YouTube videos and just go off a guess, it would be the old positionals, greased lightning, and a metric crap-ton of oGCD abilities. You would hit the opener of Bootshine, Twin Snakes then Demolish for the damage buff and DoT, then hit an oGCD. You then start again with Dragon Kick, followed by another oGCD, then True Strike with another oGCD, and finally Snap Punch punctuated with another oGCD.

    The difference between this and what we have now, or rather, had in ShB, is that the cooldown for the oGCDs would be so short, that you could literally weave one inbetween each GCD after your opener. Or maybe they weren't short, but there were so many that you could still weave one between each oGCD all the same. I know that sounds like a lot for many people, but that would be the best possible version of MNK for me. Having to pay attention to positionals and combo finishers to keep up your Greased Lightning while also weaving oGCDs between each GCD would be one hell of a time.

    I assume the old MNK was nothing like that, but I hear they were a lot faster and more hectic than they are today.
    (0)

  6. #76
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,522
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Adonan View Post
    I assume the old MNK was nothing like that, but I hear they were a lot faster and more hectic than they are today.
    HW Monk had Internal Release (crit chance up), Howling Fist, Steel Peak, Shoulder Tackle The Forbidden Chakra and Elixir Field as oGCD attacks, cross classed Blood for Blood (do more damage, take more damage), they had to keep track of Touch of Death, which was a formless, 30s DoT to keep track of, Cross Classed Fracture (DoT) which was a DPS gain when used right, Invigorate to restore TP (think of a weapon skill MP equivalent) and the first use of Perfect Balance was to get your GL3 buff up. Tornado Kick was an oGCD that took away all of your GL stacks to do damage, not generally worth using unless the boss was going away and you couldn't get back on him before your GL stacks fall off and, of course, positionals on all GCDs except Touch of Death and Fracture.

    Compare that to now, Steel is now a low level Forbidden Chakra, Howling Fist is a low level Enlightenment, Elixir Field and Tornado Kick are now Blitzes, Blood for Blood has been changed for Riddle of Fire, Internal Release is just gone, along with Touch of Death and Fracture, TP is gone, so no Invigorate (this is a good change IMO) and positionals have been removed on all but 2 GCDs. Shoulder Tackle was changed to Thunderclap, but I do not think gap closers should have damage in the first place, so this didn't bother me.

    One thing I will criticise HW Monk for is the AoE damage, Four Point Fury did not exist and Arm of the Destroyer was really weak. Felt bad.

    As you can tell, there was alot more to manage in HW and I'm sure, if we had HW Monk as a base, add in some QoL we got in later expansions, it would be a fun job to play again.
    (2)

  7. #77
    Player
    Tlamila's Avatar
    Join Date
    Sep 2013
    Posts
    1,469
    Character
    Ainslie Tinley
    World
    Omega
    Main Class
    Paladin Lv 90
    I'm no Monk main, but I've been playing the class since ARR and actually dps mained it in ARR. Losing posinitionals killed the class completely for me, it was something that really made it stand out from other melee jobs and the thing I'd find the most fun about it.
    That plus the complete overhaul they've been doing since late ShB, always made me feel like they've been stripping the class of all the good features about it and leaving the annoying parts, plus adding more meh features.

    Honestly, at this point it's gonna be my last melee levelled, cause I level all classes anyway whether I like them or not, and I doubt I'll ever touch it again after. One of my alts is just monk, and I'll have to reroll her into some other class.

    I did see people excited about the changes, but it's mostly people who didn't like monk before. I feel like we have a different class now and it won't appeal to the same people as before, mostly.
    (2)

  8. #78
    Player
    illspirit's Avatar
    Join Date
    Dec 2021
    Posts
    5
    Character
    Malia Ramen
    World
    Cactuar
    Main Class
    Dancer Lv 90
    As a rather recent-ish refugee from.. that other game, I wasn't here long enough to get attached to positionals before EW, but wasn't really bothered by them either (having played sub rogue for like a decade..).

    Chakra capping and losing (well, merging) OGCDs, however, does feel a bit off. It's probably been mentioned somewhere before, but would making Forbidden Chakra and Enlightenment only cost 2 chakras be feasible? Obviously, the potency might need to be lowered, but the new cost would provide some padding to avoid overcapping, and let us weave more into burst windows. Not to mention more dumps in between to spice up the 1-2-3 cycle. On one hand, this might be too busy during Brotherhood? But, on the other, it would kinda mesh with the whole blur of punches fantasy.

    Just my 2 gil, fwiw.
    (0)

  9. #79
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,252
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    I never liked positionals and I find them extremely irritating to play with. This is of course a matter of tastes entirely.
    (2)

  10. #80
    Player IdowhatIwant's Avatar
    Join Date
    May 2020
    Posts
    934
    Character
    Jimbo Jimbo
    World
    Gilgamesh
    Main Class
    Summoner Lv 90
    Quote Originally Posted by ssunny2008 View Post
    Common SE... don´t leave MNK in this boring design. Give us positionals back, so we have something to take care about. Blitz isn´t that hard to manage that the removal of positionals is justified and on top half of the existing Endwalker-bosses have a full-ring anyway.
    Did people think positionals were fun complex gameplay or something?
    (2)

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