Not a monk main but i'll throw this out there: Give nadi's passive effects. If you have a solar nadi, your movement speed is increased. If you have a lunar nadi your defense is increased. Or something like that.
Not a monk main but i'll throw this out there: Give nadi's passive effects. If you have a solar nadi, your movement speed is increased. If you have a lunar nadi your defense is increased. Or something like that.
I wouldn't mind it, but it would be an exceptionally unresponsive way to provide either advantage, leaving it more preemptive/tactical than Monk has typically tended to be and unlikely to give reason for change the use cases (timings and order) of either.
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Unrelated:
What if we didn't need Forms or Form Shift to provide our current rhythm (rotating through a trio of forms), and could maybe expand some of the available nuance therein just by getting rid of some clunk?
Expand the collapsible box below for a mock-up example:
That is to say, when you open with an Opo-opo skill (e.g., Dragon Kick), then your next Raptor and Coeurl damage is increased by 30 potency. If you thereafter use a Raptor skill (e.g., Twin Snakes), then your next Coeurl skill will have +60 potency, while using an Opo-opo skill would only see +30 potency and another use of Raptor would see no damage increase.Greased Lightning - Trait
Attacking with your Opo-opo, Raptor, or Coeurl skills increases the damage of your next weaponskill from either other form by 30 potency. You may hold two instances of this effect at a time.
※ Form-based weaponskills used under Perfect Balance benefit and benefit from all forms.
Accordingly, repeating the same form twice would waste a would-be 60 potency bonus, and skipping ahead by a step would waste a would-be 30 potency bonus.
※Base potencies would of course be reduced by 60 in compensation, with the sum (during typical rotation) having identical power to now.
As such --with small tuning adjustments (that should occur regardless) to make Dragon Kick a little less OP-- you'd still be obliged to rotate as we do now in sustained combat.
However, it would also allow us to...
- dispense with the jank of needing Form bonuses and their lock-outs, as not to have the oddity of Opo-opo skills not actually being Opo-opo skills until after Coeurl or Form Shift,
- get rid of the bloat of Form Shift, and
- have some further situational burst options (e.g., Dragon->True->Leaden to finish off an enemy if it'd be too long before the next use case for ST damage).
Would that be of any interest to anyone?
Last edited by Shurrikhan; 10-20-2023 at 04:43 AM.
From 7.0 I want all positionals returned and 6.3 Riddle of Earth change reverted.


I'd like for Riddle of Wind to grant a status/resource that causes the next use of Six Sided Star to be used without the doubled Weaponskill recast (IE: Instead of 3.88s it would be 1.94 like a normal GCD).
This succeeds in two goals. The primary goal is to give Six Sided Star occasional rotational use while still allowing it to be used for disconnects, letting it keep it's original utility while addressing player desire to use it rotationally. It also gives Riddle of Wind a more tangible effect since it just being an Auto Attack makes it nearly invisible as far as actual benefit in combat goes.
Otherwise I'm mostly just hoping they don't continue to strip things out of it, like if they were to change demolish so it wasn't used every third form Coeurl Skill by shortening the timer or changing the effect to simplify the job I'd be livid. I'd also like for them to return most of our positionals but I doubt that's going to happen.
My actual expectations are pretty easy to meet though. Elixir Field gets upgraded into a new skill that gets 50 more potency, potentially an animation update to a few of our other skills (True Strike, Bootshine, and Snap Punch all need this desperately), and probably a trait that increases the Chakra cap.
Last edited by SpeckledBurd; 10-18-2023 at 11:56 AM.

Love that ideaI'd like for Riddle of Wind to grant a status/resource that causes the next use of Six Sided Star to be used without the doubled Weaponskill recast (IE: Instead of 3.88s it would be 1.94 like a normal GCD).
This succeeds in two goals. The primary goal is to give Six Sided Star occasional rotational use while still allowing it to be used for disconnects, letting it keep it's original utility while addressing player desire to use it rotationally. It also gives Riddle of Wind a more tangible effect since it just being an Auto Attack makes it nearly invisible as far as actual benefit in combat goes.
Otherwise I'm mostly just hoping they don't continue to strip things out of it, like if they were to change demolish so it wasn't used every third form Coeurl Skill by shortening the timer or changing the effect to simplify the job I'd be livid. I'd also like for them to return most of our positionals but I doubt that's going to happen.
My actual expectations are pretty easy to meet though. Elixir Field gets upgraded into a new skill that gets 50 more potency, potentially an animation update to a few of our other skills (True Strike, Bootshine, and Snap Punch all need this desperately), and probably a trait that increases the Chakra cap.




still forever mad that we don't have a real aura, even though every other Monk in the game does.
XIV MNK wishes it could have this insane swag.

I want my greased lightning aura back
I want positionals and apm and/or some form of complexity back. stormblood monk was one of my favorite jobs to play and potentially favorite out of any games I've played. from their changes in shb i played ff even less because of how bad the state of monk was and I've only played about 4-6 months of EW and i couldn't even bring myself to leveling monk because of how boring it is. i've mostly subbed this expansion to just check the game out here and there because i'm bored of other games at the moment.
a ranged attack that doesnt have to be hidden behind chakra would be decent XD
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