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  1. #31
    Player
    Morzy's Avatar
    Join Date
    May 2014
    Location
    Gridania
    Posts
    813
    Character
    Morzone Vandalfo
    World
    Siren
    Main Class
    Pugilist Lv 90
    It's not the same.. Having it being similar abilities (even though it's less than HW..) doesn't make it the same.
    We weren't meant to have a high damage opener.. We're not burst DPS... We never were.
    TP was FINE. Monk was the only DPS that NEVER EVER ran out of TP with purification. Purification fixed TP issues, SB made purification useless. Another ability we simply have to ignore.
    enmity is the only thing they really fixed..

    DPS output isn't our concern. If it was still fun, I wouldn't be bothered by being second to SAM. You're right dude, they didn't ignore the class. They tried to make it more appealing to new players. What they really ignored was the people who genuinely enjoyed monk for more than just top DPS.
    (6)
    Morzone Vandalfo on Siren
    Main job: SCH/MNK
    Raid job: Gathering
    PS5 based. PSN ID: natek_morzy

  2. #32
    Player
    eschaton's Avatar
    Join Date
    Feb 2013
    Posts
    332
    Character
    Oxix Lahun
    World
    Balmung
    Main Class
    White Mage Lv 90
    Just another 2 general cents, but you know, yeah it does feel like some 'older' content has been 'overlooked', or something. Monk included. We can't have it all at once of course, but here's to hoping these older classes / content also get the love they deserve.
    (0)

  3. #33
    Player
    Bhearil's Avatar
    Join Date
    Mar 2015
    Location
    Ul'dah
    Posts
    425
    Character
    Tuya Bayaqud
    World
    Balmung
    Main Class
    Bard Lv 52
    Problem with gameplay at least for me was this:

    2.0= Basic monk gameplay with a bit of ability bloat
    3.0= Basic monk gameplay with extra ogcd and same ability bloat
    4.0= Basic monk gameplay with skill switching and more ability bloat

    Honestly at least on 3.0 monk got forbidden chakra, elixir field and form shift as useful skills while having purification and tornado kick as niche skills, and then on 4.0 monk gets brotherhood a skill that procs upon a proc in exchange of losing damage. Rest are either niche skills like the tackles or riddle of earth/wind. Riddle of fire is decent but is basically there to compensate the loss of blood for blood.

    In the end this expansion brings virtually nothing to the monk gameplay compared to most other jobs and they are stuck with even more useless skills. The class is still functional yes, but having the very same gameplay since 2.0 plus removing some skill management like fracture/touch of death makes the class not appealing, since seems the devs have no clue of what to do with monk.

    It is not that the class is useless but that the class lack any clear direction and its gameplay has remain unchanged for too long, since monks got 0 new atacks on SB(in fact he lost some due to the skill cleaning ) and on HW he only got new ogcd skills to weave between the usual combo
    (2)
    Last edited by Bhearil; 07-16-2017 at 02:32 AM.

  4. #34
    Player
    enthauptet's Avatar
    Join Date
    Aug 2015
    Location
    Gridania
    Posts
    719
    Character
    Judy Hopps
    World
    Excalibur
    Main Class
    Dragoon Lv 100
    Part of the fun factor of monk was the speed and riddle of fire removes that completely ever x seconds so there is one obvious negative of the skill. It also makes the timers more annoying and harder to optimize your clipping since your GCDs are longer. Also with riddle of fire, I think it is even easier for new players to mess up opener and screw up their rotation based on mechanics due to the tighter timing on the GL and form timers. So overall riddle of fire reduces the fun factor and also makes the job harder to optimize for new players which is directly opposite of their desired goal for 4.0 which is to make jobs easier to play for players.

    Removal of Touch of Death and Fracture are QOL losses that allowed us to offset our GCDs to better clip timers and could have been used to make our unlimited stun useful however that option is now gone. Even if we don't have 2 which is not really necessary, being able to throw in a GCD here or there so we don't clip with so many seconds remaining would be an immense help.

    Even with one ilm punch not having stun resist be a factor...it is still locked behind a form so without being able to offset forms from non-form GCDs it makes this very hard to use in practice unless you use form shift which is absurd. Arm of the destroyer is the same way where you need a giant group of mobs (which there are none in SB content) to make it useful because of its low potency and being form locked it has the same issue using it as a silence as one ilm punch. I haven't compared the potency since I saw someone mentioned Demo is weaker now however using AoTD was basically always a dps loss in heavensward over multidotting demolish.

    Tackle mastery is dumb and there isn't really much to say about it.

    Depending on how fast pulls are sometimes I use riddle of earth in dungeons like doma castle to go into an aoe to keep GL up which is ridiculous and annoying playing as a healer having a DPS get damage on purpose. It is useful sometimes but really I think this is a weak skill overall. Honestly, if the cooldown was reduced on perfect balance it would be a huge QOL boost and more useful than riddle of earth.

    With all of the new "active time" sort of actions and things being implemented. It would have been neat instead of these unwelcome changes we got something like use this skill and go into a new mode where you use different skills and abilities and changes your bar into like a pet bar or something where you execute these new ones for more damage, etc. That would have been something cool and fun instead of what we got which makes it more boring to play.

    I leveled up samurai first in SB and it is pretty fun but I'm not really sure it is my favourite you know, I haven't played much of any of the jobs at 70 yet however I decided I am not going to raid as monk it is just not fun for me as it is now. I'm going to spend my time during omega savage to level up and play other jobs and see if there is something else I can main now instead that is actually fun to play. I mained bard during 3.0-3.3 and even with its casting and traits such as bloodletter not working well and actions like the jump back skill cast canceling it was still fun to optimize and more fun than monk is now which is pretty sad.
    (7)
    Last edited by enthauptet; 07-16-2017 at 04:36 AM.

  5. #35
    Player
    Edana's Avatar
    Join Date
    Feb 2015
    Posts
    71
    Character
    Inara Kaneko
    World
    Odin
    Main Class
    Conjurer Lv 100
    People are upset that monk is getting left out? That shit ha been happening since 3.0 anyone else remember the monk memes?
    (1)

  6. #36
    Player
    YitharV2's Avatar
    Join Date
    May 2017
    Posts
    468
    Character
    Arnar Grande
    World
    Ultros
    Main Class
    White Mage Lv 70
    Quote Originally Posted by enthauptet View Post
    Part of the fun factor of monk was the speed and riddle of fire removes that completely ever x seconds so there is one obvious negative of the skill. It also makes the timers more annoying and harder to optimize your clipping since your GCDs are longer. Also with riddle of fire, I think it is even easier for new players to mess up opener and screw up their rotation based on mechanics due to the tighter timing on the GL and form timers. So overall riddle of fire reduces the fun factor and also makes the job harder to optimize for new players which is directly opposite of their desired goal for 4.0 which is to make jobs easier to play for players.
    Yeah, same opinion here. My guess is it's related to Savage, but here's the thing. The majority of the playerbase doesn't do Savage. I would have loved a GL4 rather than this Riddle of Fire crap. The only problem is they'd have to probably change Perfect Balance because it's pretty tight as it is. The only reason GL4 would be more punishing is because GL3 is already punishing as it is when you lose your stacks, and SE hasn't changed PB nor have they given an ability to freeze your stacks. I mean, in dungeons, sometimes I have to go ahead of the tank if I want to keep my stacks because of how slow he's being. Riddle of Earth is okay, but I think the fact that you have to take damage to get GL3 is sort of stupid.
    (1)

  7. #37
    Player
    Fredco191's Avatar
    Join Date
    Dec 2013
    Location
    Within your device
    Posts
    1,654
    Character
    Magni Henriksson
    World
    Diabolos
    Main Class
    Viper Lv 100
    Jeez. Good thing I picked Samurai am I right?






    i'm sorry
    (2)

  8. #38
    Player
    Coatl's Avatar
    Join Date
    May 2014
    Posts
    747
    Character
    Coatl Days
    World
    Leviathan
    Main Class
    Gladiator Lv 90
    Is MNK really that unfun to play? I always roll my eyes when I hear those words being flung around for classes I still play and enjoy, but I don't play MNK so I can't make a similar stand there. Let's skip the tedious shebang about MNK being unfun and start dissecting exactly is it about MNK that you find unfun?
    (0)

  9. #39
    Player
    Tigerlilley's Avatar
    Join Date
    Aug 2014
    Posts
    508
    Character
    Tiger Lilia
    World
    Behemoth
    Main Class
    Monk Lv 90
    Uhh..
    There's 4 pages of comments that have mentioned specifically what has made monk unfun to play, right down to the skill name. I'm not sure how else to break it down for you.

    We have had more taken away than what we have gained.
    (11)
    Last edited by Tigerlilley; 07-16-2017 at 06:15 AM.

  10. #40
    Player
    ItaruKarin's Avatar
    Join Date
    Mar 2014
    Posts
    95
    Character
    I'taru Karin
    World
    Ragnarok
    Main Class
    Dancer Lv 80
    Quote Originally Posted by Coatl View Post
    Is MNK really that unfun to play? I always roll my eyes when I hear those words being flung around for classes I still play and enjoy, but I don't play MNK so I can't make a similar stand there. Let's skip the tedious shebang about MNK being unfun and start dissecting exactly is it about MNK that you find unfun?
    I'd say that what makes monk unfun is the simplicity of the rotation. It's difficult to explain just how simple it is. You just repeat a three-step rotation, with the last hit changing every three repetition. And you have a few OGCD to weave. That's Monk. That's the entire Monk job. It was always easy of course, but at least in HW you had 2 more dots to maintain (Fracture and Touch of Death). Now that these are gone, I realize just how utterly DULL it is.

    Now there's also the fact that out new Blood for Blood replacement slows us down terribly, which makes it feels like a debuff, and makes the class feel even more empty. We really don't need more time to think about our next step in the rotation, because it's always the same freaking button. There's also the fact that the Tackle Mastery feel incredibly bland. The fact that Riddle of Earth, which should allow us to refresh our stacks, feels clunky and ultimately useless thanks to all the boss jumps that last forever.

    Overall though, it's mostly that the class is mind numbing 1-2-3 rinse and repeat while hoping the boss doesn't target you for any mechanic whatsoever.
    (7)

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