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  1. #4
    Player
    Bhearil's Avatar
    Join Date
    Mar 2015
    Location
    Ul'dah
    Posts
    425
    Character
    Tuya Bayaqud
    World
    Balmung
    Main Class
    Bard Lv 52
    Quote Originally Posted by Valence View Post
    MNK is kinda the only other job that relies on a semi freeform rotation with BLM, meaning that the rotation is a lot less constrained in its general flow than other types (fixed static rotations with no rng, or proc based priorities). The only concern is to keep dots and buff flowing and up, and it generates a lot of depth in what can be theorycrafted with it, or changed on the fly. BLM infamous non standard being the prime example of it, but MNK optimal drift and other more advanced shenanigans are a thing precisely because blitzes combined with PB allow for a very malleable freeform execution in order, and it can be, in my opinion, really galaxybrain as long as one doesn't just stick with the standard braindead rotation (or even more, the DK spamm meme, because like BLM, it's very well designed job in potency balance between abilities). This is, in my opinion, that makes the job have a very high ceiling if one tries to push it enough.

    The intricacies of stances, especially when it comes to opo-opo vs stanceless, is elusive and hard to grasp to most newcomers to the job as well. On top of it, I feel that unless someone actually dedicates time (or just immediately clicks with it), the need to constantly at every GCD to wonder if one needs to refresh leaden fists, or disciplined fists, or demolish, on a fast paced recast, can be extremely overwhelming for most players, and I'm not even talking about making sure not to drop those during a blitz sequence.

    I do think the blitzes feel extremely rewarding and it's one of the jobs that has the best flow/feel, but I do feel that the lack of guidelines confuse a lot of players more than anything, much like BLM but to a lesser degree.

    If anything, I'm actually surprised that MNK so far has proven to be the only job rework that hasn't butchered its difficulty and/or intricacies, unlike MCH and SMN.
    Id say that gutting the OGCDs leaving only Forbidden Chakra/Enlightment, removing half of the positionals and making the second least busy melee only beaten by RPR that is mostly faceroll counts as butchering its complexity by a lot(just that there are also jobs that are even easier doesnt make MNK complex), it was actually one of the justifications for the rework: "job is too hard, average player can barely push glowing buttons in order so we must make it simpler plus its easier for the 4 job devs to balance if most jobs fall under our 2 min game system".


    This is the average actions per minute in 6.4

    Job CPM Min Max
    NIN 48.3 47.7(4th) 49.4(2nd)
    MCH 47.3 46.5(6th) 48.2(7th)
    BRD 45.4 44.6(1st) 46.3(5th)
    SAM 44.5 44.0(10th) 46.1(1st)
    DRG 43.6 43.0(7th,8th) 44.6(2nd)
    GNB 43.4 42.2(2nd) 44.8(3rd)
    MNK 42.1 41.1(10th) 43.9(5th)
    AST 41.3 40.1(9th) 43.1(7th)
    DRK 40.5 38.8(9th) 41.7(1st)
    DNC 40.0 38.9(5th) 41.5(6th)
    RDM 38.6 38.0(6th) 39.3(2nd)
    RPR 38.2 37.8(2nd,3rd) 39.6(4th)
    SCH 37.4 35.7(2nd) 38.6(3rd)
    SMN 37.3 36.2(5th) 38.2(1st)
    PLD 36.4 35.5(7th) 38.4(4th)
    WAR 36.0 34.8(4th,5th,10th) 39.9(7th)
    SGE 33.7 32.3(8th) 34.6(2nd,7th)
    BLM 33.3 32.6(4th,6th) 34.3(5th)
    WHM 33.1 31.6(7th,9th) 34.9(2nd,4th)
    (3)
    Last edited by Bhearil; 08-22-2023 at 05:22 AM.