Going to agree and say I'm not entirely happy with recent MNK changes in PvP. My biggest gripe is with ranged monks; those who choose to stay with the group on the back lines and spam the ranged attack. Always easy to spot them at the end on the leaderboard with multiple kills, 0-1 deaths and many assists. A true melee monk is less likely to match their kills and assists, and will definitely have a few deaths, or more. As melee, we have to enter the enemy group and we are first target all thanks to tab button and default keybind for targeting. It's just how melee goes, except for the ranged monk who for the life of me I don't know why they didn't just roll a MCH or BLM.

To add to this, the monk shouldn't be as feared as it used to be but with ranged monk high stats, it makes us priority target when actually you should be finding the ranged monks and taking them out.

My other gripe is diminishing returns. Remember, such a thing existed in previous FF games?! Bring them into PvP, or at least FL. Melee get murdered if 10+ enemies have piled down onto them. Why is there a need to allow CC to rotate continuously on us? Can we not have a tiny chance of escape occasionally by the implementation of diminishing returns? With current dynamics, we are 100% screwed once locked into a CC roulette. And then the final insult (and gripe)...... the MCH! If by some miracle (and bad enemy players) you've managed to put up your guard (which is pretty crap) and then start to get away - think again! MCH numbers are swelling in FL and they are there waiting to LB your sorry ass. Lately, there's always at least two waiting to take out the monk - one whilst your guard is up to reduce your health, and the other to put a bullet in your head just as you thought you escaped....... but then remember their LB is 50y!!!

::dead::