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  1. #11
    Player
    waterboytkd's Avatar
    Join Date
    Jul 2019
    Posts
    86
    Character
    Andrew Waterboytkd
    World
    Cactuar
    Main Class
    Samurai Lv 90
    I was thinking the Anatman idea was really good. I had a very similar idea myself. But after reading some of the other thoughts about PR not lining up with burst, and how that's intended, and how monk's throughput isn't affected overly much by de-syncing, maybe it's not as good of an idea as I originally thought.

    I like the idea of changing Riddle of Wind to something that gives us a busy moment outside of burst windows. Like a Continuation style oGCD that becomes usable for a short period of time after PR. And/or it could interact with SSS in some way that makes us actually want to use that ability outside of the super-niche moment it has.
    (2)

  2. #12
    Player
    yuguPixel's Avatar
    Join Date
    Jan 2022
    Posts
    5
    Character
    Yugu Kurohime
    World
    Midgardsormr
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by GreysonMidori View Post
    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.
    I sort of doubt they would want to do this, unless they fundamentally rethink the purpose of beast chakra. Because right now, monk is very clearly designed around these 2 minute rotations, and generating more than 3 nadi every 120 seconds would violate that philosophy. I personally think this is where the bad gameplay feel is coming from for monk, and I think it's something they need to do away with. If Yoshi P's vision of monk is truly that phantom rush shouldn't fit neatly with raid buffs, then Perfect Balance should on a 30 second cooldown or something along those lines. If its damage was reduced proportionally to compensate, then that would just make sense. I think Monk should be an uptime class, not a CD burst window class.

    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.
    I'd rather they kept Six Sided Star as it is personally. Having the movement speed boost is a nice niche, and I use it somewhat regularly in periods of high mobility when I can run with the boss. Because for some reason every NPC runs 50% faster than players, perfect uptime on them is generally impossible anyway. I also think they should avoid class mechanics that renew disciplined fist where they can. The maintenance aspect of monk is one of the few things that makes using Perfect Balance engaging. If anything, Six Sided Star should grant formless fist.
    (4)

  3. #13
    Player
    GreysonMidori's Avatar
    Join Date
    Mar 2021
    Posts
    8
    Character
    Greyson Midori
    World
    Behemoth
    Main Class
    Monk Lv 90
    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.

  4. #14
    Player
    Nexxus's Avatar
    Join Date
    Mar 2011
    Location
    Lyon
    Posts
    2,261
    Character
    Yoko Ceres
    World
    Ragnarok
    Main Class
    Dark Knight Lv 70
    I wouldn't mind if Anatman would do nothing else than just put our hairs in Yellow glow.

    After all, the MNK have the best DPS overall for this extension actually (and also have raid tools).
    (0)

  5. #15
    Player
    GreysonMidori's Avatar
    Join Date
    Mar 2021
    Posts
    8
    Character
    Greyson Midori
    World
    Behemoth
    Main Class
    Monk Lv 90
    Quote Originally Posted by Nexxus View Post
    I wouldn't mind if Anatman would do nothing else than just put our hairs in Yellow glow.

    After all, the MNK have the best DPS overall for this extension actually (and also have raid tools).
    Yeah monk's perfectly fine dps wise. Anatman's just a funky lil skill that can be used to maintain, but I never see any monk ever actually use it even in savage grinds for its intended purpose because in most cases they either don't need to, or they just formshift instead anyway. Only ever seen people use it to be flashy or idle in limsa or something.
    I would just like the clumsiness of specific details to be ironed out a little if you catch-A my drift. But hey, If ninja has all-fours and fleet footed traits, I guess monk can have the funny ki-charge pose whatever right? Atleast it's not whm's old fluid aura that gradually became basically nothing at all.
    (1)

  6. #16
    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.

  7. #17
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,252
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    Phantom Rush potency is as high as it is because it already takes into account not being available during opener. That said, Yoshi P said he doesn't want every job to have their entire kit in opening burst because then they feel copy pasted, hence the disparity. DRG too doesn't get their LotD until 30-60s after opener.
    (0)

  8. #18
    Player
    GreysonMidori's Avatar
    Join Date
    Mar 2021
    Posts
    8
    Character
    Greyson Midori
    World
    Behemoth
    Main Class
    Monk Lv 90
    Quote Originally Posted by Jonnycbad View Post
    Phantom Rush potency is as high as it is because it already takes into account not being available during opener. That said, Yoshi P said he doesn't want every job to have their entire kit in opening burst because then they feel copy pasted, hence the disparity. DRG too doesn't get their LotD until 30-60s after opener.
    I've completely come around on this whole concept and now kinda just dislike the original idea I had when it came to anatman being repurposed just to justify its existence.

    Something else that would be nice however is adding two more chakras that serve no other purpose than being an overflow to save you from habitually clipping your gcd. (plus cmon, 7 chakras matches the lore) If only to be for convenience.

    And Riddle of wind does a lot of damage, but because it only affects your auto speed (basically triples it, I tested the speed in real time and it's nearly 3x rather than 2x like I thought from reading the description). You don't get to see yourself doing autoattack animations so only a tiny number rising up is your indication of it working. And that's an invisible dot basically. Atleast give the monk a consistent aura to show it's in use.

    Or have a new resource that builds off auto's to use a weak ogcd every so often to break up the pace between bursts.

    Six sided star is meh. Cool animation, decent damage, okay disengage. Kinda niche compared to a good ol, dragon kick double meditate formshift, attack nothing can really be done to make it any better besides a miniscule reduction to the shared recast timer and that'd be unnecessary.

    And I think we could all enjoy if leaden fist affected the animation of bootshine in some way.
    Other than that; yeah. There's some more down to earth polish concepts.
    (1)

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