I dont like Nadi and i want oGCDs and positionals back.
In fact, just go back to 5.4 monk with 7 Chakra added thanks.


I dont like Nadi and i want oGCDs and positionals back.
In fact, just go back to 5.4 monk with 7 Chakra added thanks.
While late Stormblood was my favorite iteration of Monk... I don't see how either among Shadowbringers' (A) original unusable-GL-based design and Anatman-dependence or (B) its later just-hit-on-CD oGCD bloat with virtually no core mechanic beyond not letting Chakra overcap... could be seen as better than Endwalker Monk if the latter were just given back its positionals and Anatman and RoW given some extra heft.
If we can't actually spend/manipulate GL in any meaningful fashion, to significant gameplay addition, I don't care to see it return. In Shadowbringers, it was solely a punishment (especially in shorter encounters) for being a Monk, with no commensurate advantage for that punishment. It took longer than ever to wind up, and Tornado Kick was by then pathetic.
Last edited by Shurrikhan; 10-15-2023 at 03:03 AM.


It would still feel like a lv70 job masquerading as a lv90 job, like SMN.While late Stormblood was my favorite iteration of Monk... I don't see how either among Shadowbringers' (A) original unusable-GL-based design and Anatman-dependence or (B) its later just-hit-on-CD oGCD bloat with virtually no core mechanic beyond not letting Chakra overcap... could be seen as better than Endwalker Monk if the latter were just given back its positionals and Anatman and RoW given some extra heft.
Current Monk feels like the complaints people have of doing nothing between bursts but instead its all throughout. A fast base GCD doesnt make combo GCDs interesting. Neither does fight specific optimizations.
I dont so much care for the GL timer but taking away 2 damage CDs with it made Monk feel so barebones. I like XIVs more oGCD centric combat system so agree to disagree i guess.
It doesn't feel any more like a "level 70 job" than BLM, DRG, NIN, etc., though? (Granted, that is about the most easily misconstrued comparison we can make, as Level 70 Monk in late Stormblood, when 70 was the cap, was probably the most complex it has ever been.)
Shadowbringer Monk oGCDs were just hit-on-CD. That was it. They were the equivalent of Empyreal Arrow if it didn't even grant Repertoire. And they had far less of an effect on the actual considerations across the periods between bursts than our off-minute Perfect Balance uses do now.
I wouldn't mind having them back if the cpm weren't just siphoned away from TFC/EnL, simply because I'm an apm junkie, but they offered nothing in terms of complexity.
- ARR's 10s GL timer actually gave the job depth in a small few contexts just by forcing the occasional Rockbreaker, Sprint, or delayed Demolish to maintain GL.
- HW's ToD and Fracture gave the job a bit further depth around the 21s Demolish at that time to create more GCD tiers and available variations than ARR's 18s Demolish was capable of despite otherwise being mostly cognitively identical (TK was only used as a finisher, EF was hit-on-CD, and Meditation didn't really see any more use cases than any other ranged filler; it was just outright better than Talon and Daggers in ppgcd and not cancelling combos). Unfortunately, it also replaced GL maintenance and MNK's accordant compositional impact with Form Shift (a chore in place of actual constraints).
- Stormblood, though only due to a lingering bug paired with Wind Tackle->Riddle of Wind, actually made GL a real resource for once (if only in single-target) and allowed for still more GCD tiers and available variations.
- Then Shadowbringers removed almost all of that thinking outside of its Anatman opener, in favor of alternatively clunk or empty apm. It was largely the worse state Monk was ever in.
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