Quote Originally Posted by Shurrikhan View Post
So, allegedly, we're getting some manner of broad Job rehauls come 8.0. Putting aside whether we believe this or not or whether it'd likely be for the better or worse, I'm curious what you all would like to see from those reworks for what jobs you're most concerned about.

More specifically, I'd like to know what, if you were to redesign the job in question, would be your Goals, your Design Principles, and even perhaps a sampled Mock-Up of your rework.
i've long since given up on caring about monk but i'll bite. for a hypothetical overhaul, the bare minimum i'd want to see is just a clear design vision, i.e. what it's supposed to be/do and how that differentiates itself from others in its role. how that may manifest doesn't really matter to me, honestly, but if i had to pick my poison i'd opt for stormblood-era risk/reward gameplay with a touch of more silliness and experimentation added from content like field ops.

with that said though, if i was the one in charge for a monk rework i would destroy the game with my awful design choices i would focus on interesting choices and interactions with what a player can do at any given moment like what was present in previous iterations. more tangible impact and agency for buttons rather than a barely noticeable dip in damage. do i want more evenly spread damage, or bigger spikes of damage? do i want to punch faster, or harder? choices like that come with their own problems of course, but i'm personally fine with shifting away from the one-size-fits-all gameplay of modern XIV... which would require working on more parts of the game than just the jobs, but eh, this is all theorycraft anyway.

i'm trying my best to make this post not read like it's barely concealed TK rotation agenda, but i don't necessarily want that to come back.