Quote Originally Posted by ziddyt View Post
And again, everything you say is absurdly wrong and you can't even comprehend simple concepts.

Monk dps means nothing solo. They have the highest ramp up time and solo positioning is ridiculously unreliable on most mob types and the average connection. And monks are bottom tier self heals, just better than paladin. Mages can chain cast self heals and SMN doesn't even have to care cause it doesn't have to tank anything. WAR is obviously better, and DRG even has it better because its superior AOE means better bloodbath healing when fighting multiple mobs.
What about fates with bosses that have high hp? In those scenarios monks deal superior damage easily, so while some situations might be slightly harder to handle, other situations are easier, isn't that the point of having different classes?

Quote Originally Posted by ziddyt View Post
And what is a monk supposed to throw? I don't know, it's almost like they have weapons just like a dragoon does. Maybe they can pick up a rock off the damn ground. Maybe you could actually read the thread and see people are asking for a chi blast or something like it. Is this really so difficult for you?
It is not difficult to understand what other people want, but imo it does not fit the job. Throwing your hora/whatever you call the weapons that monk uses would be just silly.

Quote Originally Posted by ziddyt View Post
I don't even need a ranged attack anymore, I'm way past the leveling stage. But there's absolutely no reason that new monk players should be literally the only class disadvantaged in fate and open world mob claiming. Yeah, jobs can and do have specific advantages, but this is really the only situation where only one specific job is disadvantaged in an area of the game. Complain about streamlining when people are legitimately arguing for all single target and aoe dps numbers to be the same, and when people demand that certain classes can't have their own style and flare. A ranged mnk ability is not going to change the fact that your holy is OP, that BLM destroy melee in AOE, that BLM is the only job with "infinite" resource, that SMN is the only dot based job and the only job with a pet, that DRG has their classic jumps, that WAR doesn't have a block mechanic, etc. I could go on forever. Literally nothing will change that classes are different and play different you fearmonger.
Yeah it won't change the balance, but it is an unnecessary step towards that direction that should not be the focus of devs as it will only make the uniqueness worse and would not fix any real problems. Also this is not really the only situation where only one specific job in the game has an disadvantage in certain area of the game. What about the fact that whm becomes completely crippled in longer fights when soloing things like fates, as you are always gonna go oom if you are casting all the time and you only have one skill that restores mana and the restoration is not even that great and it has a decently long cooldown, sure melee can run out of tp but they can still function somewhat relevantly with autoattacks unlike whm who does nothing and most melee even have better restoration skills. blm never runs out of mp and summoner/scholar has aetherflow and energy drain, yet I am not complaining because that shortcoming is a disadvantageous part of the class and should be.

Also, as Uninstall mentioned, there is not anything significant in this game that you must solo without your chocobo that would be problematic.