General moves for Monk fall under the same category, have lost count of how many times a move has just not consented to being used because of reasons beyond comprehension. Overall, yeah, compared to many of its counterparts, FF14 suffers severely from trying to be fancy with animation without actually applying an appreciable difference in gameplay effect, in PvE environments it's something you can work around, but the more on point PvP is requiring players to be, the more noticeable the difference will be.

In all honesty, it's here more than anywhere where the frustration comes in. Not the damage potency, not the duration of cooldowns, not imbalanced classes (though the way some interact with the game's systems is definitely not evenly scaled), not even the map design. It's the general lack of consistent reactivity, even with good connections. A fancy animation ultimately achieves nothing versus actual gameplay impact, it might seem minor in the design board or even just from watching things, but in the heat of gameplay, it is a major oft overlooked component, especially since actions that are attempting to be weaved in often get lost in the process with some of them.