Quote Originally Posted by ssunny2008 View Post
snip
As a semi-experienced MNK player, I see where you're coming from and generally agree. However I don't feel MNK lost a whole lot from the removal of their ogcd's, I still feel like the frenetic pace is still there. Current MNK is a good starting position and I think largely a good change.

Quote Originally Posted by waterboytkd View Post
I think this current monk is definitely a step up from monk at the end of Shadowbringer. And I think monk from the end of ShB is a step up from early ShB because, honestly, maintaining stacks of GL was just a frustrating and unfun experience. So I'm pretty happy with current monk, too.

Things I really like about it:
  • Thunderclap - This is my favorite functionality for gap closers/mobility, with Sam's being a close 2nd.
  • Perfect Balance's 2nd charge - I actually love the use of 2nd charges as a form of "overcap protection".
  • Removing the positional on Dragon Kick and Bootshine - I think they could have left them on Twin Snakes and True Strike, but DK and BS felt really clunky when you were dancing between positionals during PB. In the end, though, I don't miss the positionals.

I do think, in the end, they could add another small layer of complexity to it, and it would feel good. I'm not sure what that would be, other than maybe re-working Chakra into something a bit more interesting than TFC and Enlightenment. There was a really cool suggestion on these forums a little while ago that went into this whole idea of opening Light and Dark chakras, and that could still work well, I think.
Would love to see a mini transformation phase to do in between PB, similar to what reaper has. Super saiyan-esque transform with GL5 with the old GL animations. One can dream