It's not gonna happen lol.
It's not gonna happen lol.
New Monk is released and the combo simplification has gone even further. Please add a couple of positionals back. Thanks!



Funny enough, the combo is technically more complicated now just more clearer on the optimal order of attacks.
Since now there is 12 different 1-2-3 rotations you have to go through before it loops back to start, unlike previously which was what, 6-8?
What is the point of having branching combos when all you do is click the glowy button?
Please fix this. Who is this for?

With there being less emphasis on which stance you use during PB windows with timers removed, adding positionals to the Raptor stance would be a good way to make use of this streamlined version of monk. The monk player can now choose which stance to do at each given moment based on which positional to hit, assuming they need to conserve true north usages. It would be similar to what Sam can do during Meikyo.
I started maining monk in HW and raided with it in Stormblood/Shadowbringers, and loved that general iteration of the class and miss it dearly. One of the main things I feel like it lost in the EW rework is being the ultimate "fidget" class that had a small but impactful action element that made you feel connected to the rhythm of the encounter in a visceral way that no other could match.
-Form shift cycling to line up advantageous stances gave something to do on disconnects that kept up the feel of your GCD march
-playing your various greased lightning juggling tricks to chase that timer that made you want to stick to the mob like glue, incentivizing your tackles and occasional fist shifts to a great degree
-all the time be meditating, yet more keeping the GCD march going
-chasing positionals like a cat after a laser pointer, zipping around in the hitbox to nail your pie slices
-you'd hadouken the floor ALL THE TIME at set intervals and turning the great visual and sound and punctuation-feel of exilir field into an infrequently used blitz is criminal (and now it's gone)
it had this great feel of keeping a rhythm and going through cycles while playing off something that was actually in the world I'm looking at, connected to the thing I'm fighting. It was uniquely satisfying and simple but engaging to those who really loved that iteration of monk, and there is nothing out there that fills the space it left and made me enthusiastic to main something like the way I used to feel about I'M A MONK. All of that was ditched in favor of trying to funnel more complexity into the hotbar, into the order of the sequence of buttons I'm pushing on keys. There is only so far you can push the concept of playing simon says while jamming on a fisher price piano that is the melee experience.
What I'm getting at is that the simplification of monk leaves the field open to give us something, anything that isn't just switching up hotkey rotations. I'm aware that encounter design has changed enough that the old greased lightning and full positionals fun may not be feasable but I still think back fondly on how fun I had playing SB and ShB savages as monk and how much I miss having that little something that was 1. keeping that rhythmic cycle chugging and 2. a teeny tiny action element of SOME kind.
Last edited by Satterly; 07-01-2024 at 03:13 PM.
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