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  1. #1
    Player
    GreysonMidori's Avatar
    Join Date
    Mar 2021
    Posts
    9
    Character
    Greyson Midori
    World
    Behemoth
    Main Class
    Monk Lv 100

    Monk needs one thing above all.

    Monk actually is pretty damn good where it is but it suffers from a few half-baked ideas or under-utilized skills.

    The issue monk has is that it can't fully capitalize on its new bread and butter; the beast chakras and more importantly; Phantom Rush.
    See they changed brotherhood and riddle of fire by separating them by 30s on their cooldown in opposite directions, still synced but left apart mostly so that you could use your riddle of fire midway through. They gave perfect balance 40 seconds on its charge's cooldown to sync it with brotherhood. The problem is they didn't really think about how the opener should look like because it leaves your phantom rush in a weak spot that forces nothing but bad habits for the player. This caused balance rotation players to develop the infamous "double phoenix" opener rotation that though gives the optimal damage, downright bastardizes the design of beast chakras. The numbers don't lie however.


    Let's think about it though. The main issue is that you can't really even use their phantom rush soon enough so their "opener" takes nearly 110 seconds to finish.
    People have suggested to just slap another charge onto perfect balance because it'll let you get the phantom rush out sooner, But once you use all 3 charges, you'll be back to juggling your rotations til you have another charge available again, It only saves the opener and doesn't assist the rest of the fight.

    Anatman. It does the same thing in one gcd and a server tick, as you could do in two gcd's while remaining fully mobile. There's no reason to use it under any circumstances, it doesn't even hold leaden fist, perfect balance, or blitz countdown timer. What can it do..?

    Honestly it's kinda a surprise they didn't do this from the getgo, but they coulda just made anatman generate the 2 nadi's over time under a punishing requirement so it's optimally used during prepull, whenever monk is too far away to attack for long enough, or whenever there's a long transition.

    What this would do is it'd allow you to bring your strongest attack into the party's buff window to smooth out your opener, it'd eliminate double phoenix, and anatman would see universal use without it being too broken. Honestly I don't know why they haven't attempted this already. It'd be the equivalent to Reaper's Soulsow, or Samurai's Meditate. It just seems right. It should be gospel to never go halfsies on a change if you're going for something specific. They better go all-out with it.


    So yeah; Make Anatman charge nadi's. Make it punishing to use mid-combat to discourage it being put in rotations, Make it do it one nadi at a time so that if it is used mid-combat it's fair and doesn't take away from the pb charges. Except out of combat, make it almost instant for both nadi's during then so it's got use in dungeons/raids/singleplayer content.


    Monk should be kept busy, They lost a lot of their ogcd's and positionals so the most they could do is give them more options.
    (5)

  2. #2
    Player
    GreysonMidori's Avatar
    Join Date
    Mar 2021
    Posts
    9
    Character
    Greyson Midori
    World
    Behemoth
    Main Class
    Monk Lv 100
    TLDR: Make anatman do something to polish the disconnected opener.
    (0)

  3. #3
    Player
    KaiSunstrider's Avatar
    Join Date
    Aug 2013
    Posts
    132
    Character
    Kai Sunstrider
    World
    Mateus
    Main Class
    Archer Lv 85
    They just need to change six sided star, anatman, or riddle of wind be a GCD damaging ability that grants a nadi and freshes disciplined fist on a 1 or 2 minute cd. That way you can press this right after your opening perfect balance and move into second PB that results in a TK and use it on future phases where the 3 PB TK system would result in odd buff window timings. Rather than continue to keep these oddly designed or highly situational abilities.
    (8)

  4. #4
    Player
    OtakuSempai's Avatar
    Join Date
    May 2019
    Posts
    119
    Character
    Corvus Marcellus
    World
    Exodus
    Main Class
    Sage Lv 90
    Quote Originally Posted by KaiSunstrider View Post
    They just need to change six sided star, anatman, or riddle of wind be a GCD damaging ability that grants a nadi and freshes disciplined fist on a 1 or 2 minute cd. That way you can press this right after your opening perfect balance and move into second PB that results in a TK and use it on future phases where the 3 PB TK system would result in odd buff window timings. Rather than continue to keep these oddly designed or highly situational abilities.
    This sounds like a fantastic idea honestly. Having six sided start grant a nadi would be perfect and would be easy to implement.
    (0)
    Quote Originally Posted by anhaato View Post
    The biggest issue is that square just can't reconcile that some people won't play some jobs optimally. Instead of accepting that people will do that and complain about jobs being hard, they lower the skill ceiling on them. Sure it might make the more casual players happy, but even then for a job like this it's very rarely going to make someone who hated the job start loving it and want to main it. Meanwhile those who enjoyed it before feel alienated.

  5. #5
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    I am not 90 yet, so I can't really recommend anything. However, I was curious about thoughts of SSS being off the GCD, but when you use it, it still places all skills on its CD. This would allow for immediate use following a GCD, but still cost the cooldown.

    I am also thinking not needing three charges of perfect balance to execute Phantom Rush, and have it become available as soon as you have both nadi.

    I've mentioned my Anatman recommendation many times now and remain steadfast with it.

    Anatman:
    Increases Chakra gauge, grants one Chakra upon execution
    Grants disciplined fist and formless fist and holds their duration.
    Nullifies knockback and draw in effects
    Reduces all damage by 50%

    If you're aware of the dodge phase with the last boss in Vanaspati, MNK would be able to Anatman through the entire thing.
    (0)

  6. #6
    Player
    GreysonMidori's Avatar
    Join Date
    Mar 2021
    Posts
    9
    Character
    Greyson Midori
    World
    Behemoth
    Main Class
    Monk Lv 100
    I am definitely appreciating the various points of view for this thread to be honest. It's definitely giving me some insight on a lot of details I would not had thought of otherwise.

    I hate to say it I think I preferred late shadowbringer's monk playstyle because of extreme 26 button input combo burst. But after the burst it's just a minute long wait til the next burst.
    I also enjoyed the high skill ceiling, fast demanded reflexes. If yoshi-p wants anatman to stay the way it is though. They might as well just delete it and give its function to some other abilities any monk already uses in its stead; Its purpose wasn't for form and buff alone, It was entirely designed for greased lightning; which no longer is a factor.

    Quote Originally Posted by Gemina View Post
    I've mentioned my Anatman recommendation many times now and remain steadfast with it.

    Anatman:
    Increases Chakra gauge, grants one Chakra upon execution
    Grants disciplined fist and formless fist and holds their duration.
    Nullifies knockback and draw in effects
    Reduces all damage by 50%

    If you're aware of the dodge phase with the last boss in Vanaspati, MNK would be able to Anatman through the entire thing.
    Giving a single chakra is defeated by the fact meditate and crits exist, it makes sense for the disciplined fist and formless fist however; frankly that should had been a given and it wouldn't be too unbalanced due to the 90s cooldown, the knockback nullification is too complex and unnecessary. Monk has 3 gap-closers that can be used on but friend and enemy, and gapclosers cancel knockback and draw-in effects when timed right, and arms length does exist.
    the 50% damage reduction is unecessary so long as riddle of earth exists with its 20% per stack, up to roughly 60% (I care not to add them up in their weird math, I'll just state it literally instead)

    Genuinely. I kinda want monk to be a bit faster, I enjoyed how busy it used to be, But I know exactly what they want monk to be now and if they really want to go all out with it, wouldn't it just make more sense if they just made it some linear trainride..? Frankly Even I'd prefer something more open-ended than what I suggested. But I do not, don't like, and get bored of kits that suffer from what feels like tripping mid-combo even though I'm being told I'm doing it perfectly in my group. Something about it just feels...wrong. It really feels like everything that monk deserved mechanically was given to reaper instead so we have to change who we are so reaper can sit in our chair from now on.

    It's whatever. I can't control what the devs do with this job. I can only play and pray that they aren't going to be lazy with it.

    And regardless what happens to monk. I'm a diehard monk main. I'll play it even if it becomes the worst job. I'll play it regardless of what's changed. It's just what I do. Let's see what happens in the future patches.
    (0)
    Last edited by GreysonMidori; 02-02-2022 at 12:03 PM.

  7. #7
    Player
    Sqwall's Avatar
    Join Date
    Jun 2013
    Posts
    844
    Character
    Sqwall Lionheart
    World
    Diabolos
    Main Class
    Warrior Lv 100
    Quote Originally Posted by GreysonMidori View Post

    It's whatever. I can't control what the devs do with this job. I can only play and pray that they aren't going to be lazy with it.

    And regardless what happens to monk. I'm a diehard monk main. I'll play it even if it becomes the worst job. I'll play it regardless of what's changed. It's just what I do. Let's see what happens in the future patches.
    It's hard to see where Monk will go from here. I truly believe the Dev team were spread incredibly thin this expansion when fully fleshing some of the jobs. WHM, MCH, MNK, NIN, DRK to name a few suffered the most due to possibly incredibly tight deadlines.

    While the obvious winner here is RPR. Yoshi P said so himself that RPR was built from the ground up and designed with Endwalker in mind, and it cost quite a bit of capital to complete it also. His words (ver bateum)

    Not to mention SMN. I'm sure THAT cost a pretty penny to make, overhaul.

    And MNK. That has had a bloated development cost since late stormblood riddle of wind reworking onwards. Which I'm in the camp of believing "We'll work on it when we can" mentality. And also leads me to believe why from 5.0 - 5.4 was literally given to MNK's peacemeal and with each subsequent patch in ShB was something getting removed/reworked/ or down right handing a crutch to MNK's until further notice. I can only picture Yoshi P's face during the morning meetings when they go to start working on projects or action items for the day to be completed.....and they get to the letters "MNK" on the meeting agenda. *closes his eyes, puts his thumb and middle finger to his eyelids, and just rubs* *quietly under his breath "f$*#(# mnk!"*

    But out of all of this....I have really noticed the original 2.0 jobs have had the bumpiest road so far. MNK, NIN, SMN, PLD, WAR, SCH, BRD. BLM and DRG have seen pretty much the least amount of changes, but still prove to be troublesome.

    I'm just under the assumption that the reworks we saw with: WAR, PLD, SMN, MNK, MCH, and possibly soon to be DRK. Are all due to forward thinking to shed some dead weight from a by gone time of 2.0 haunting there past, and being a huge determent to this obsessive nature of EVERY JOB must be balanced....but not every job can play the same. And they shouldn't play the same.

    IDK...MNK is fun though. I agree they need to do something with SSS and anatman...otherwise they are still used in "certain" situations for me. Other then that they are widely never used.
    (0)
    Last edited by Sqwall; 02-04-2022 at 06:10 AM.

  8. #8
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,899
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by GreysonMidori View Post
    The issue monk has is that it can't fully capitalize on its new bread and butter; the beast chakras and more importantly; Phantom Rush.
    Monk's throughput has already clearly been tuned around Phantom being placed in a lone-Blitz RoF / not necessarily under all raid buffs, all while still offering faint potency gains in very particular contexts for being more precise and creative with the system by way of the occasional double-Solar opener when the fight length is basically known ahead of time. It hasn't ultimately cost us anything for Phantom Rush and the Nadi system in general to have that level of additional situational play (at least, that wouldn't become a more pervasive cost if that extra level of complexity were removed).

    Would you prefer we have fewer options, less available complexity, an even greater performance floor, and be tuned back (or all others tuned up to ours) to make up for it?

    Anatman. It does the same thing in one gcd and a server tick, as you could do in two gcd's while remaining fully mobile. There's no reason to use it under any circumstances, it doesn't even hold leaden fist, perfect balance, or blitz countdown timer. What can it do..?
    It does exactly what it's obviously intended to do: to refresh Disciplined Fist during downtime. And unless DF would not only fade but also drop entirely over said downtime, there's no need to stand in place to channel it. Given that you're going to have about 4s of Twin Snakes to spare if alternating it with True Strike, you need only tap Anatman to refresh DF and you can still move as necessary.

    We don't need to lose a downtime tool that helps with our parity across a variety of fights just to add some convoluted step to then reduce the thought that could ever go into our new core mechanic, let alone just because it offends some that they might alternate a 600+700 potency Blitzes with their 1000-potency Blitz rather than their 700-potency Blitz with their 600+1000-potency Blitzes.
    (2)

  9. #9
    Player
    VentVanitas's Avatar
    Join Date
    Feb 2020
    Posts
    676
    Character
    Seiko Hanamura
    World
    Kujata
    Main Class
    Black Mage Lv 100
    Phantom Rush not being in our opener is fine, it's already strong as it is. I'd much rather solve the (in my opinion) bigger issue of MNK having nothing to do in between bursts.
    (7)

  10. #10
    Player
    BluexBird's Avatar
    Join Date
    Jul 2016
    Posts
    573
    Character
    Blue Bird
    World
    Jenova
    Main Class
    Warrior Lv 90
    Yeah, monk seems to be balanced around them not being able to open up with Phantom Rush. Even though it's not in their opener, they still do crazy amounts of damage with out it.

    The only thing I'd fix on monk is clipping for higher ping players. You need a low-enough recast timer to land 11 hits during Riddle of Fire. How much depends on what your ping is. 1.94s works if your ping is good, but if it's not you need 1.93s or maybe less. Except if you go any lower than this, your casts start clipping all over the place. They need to do away with some of these animations.

    That, or make Riddle of Fire last 21 seconds. LMAO
    (0)

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