Quote Originally Posted by Altena View Post
Just be happy it didn't get a gameplay nerf like some other jobs out there. It fortunately didn't really change, which means it didn't lose anything - where a number of other jobs did.
It did get a gameplay nerf, though, but this depends on how you define "gameplay nerf". If you define it by changed skills, then yeah it did. Arguably our most three important skills; Dragon Kick, Forbidden Chakra, and Demolish were all nerfed, some more than others. Personally how I define gameplay nerf is just exactly that: gameplay. The darn job isn't fun anymore, I'd rather level SAM. Heck the new abilities feel like nerfs compared to what they could be and what Monk needed, NOT what the players that SE thought needed Monk to be easier. I mean heck, our opener got chopped and we now have this gap that we have to try and fill.

I really don't understand how you can say Monk hasn't changed when it's at its lowest point EVER. However, I have noticed a slight trend in this particular opinion among players that don't main Monk or at least haven't in HW to feel this transition.

We lost our INT debuff, one of Monk's only raid utility. We lost Touch of Death, our simple lvl 15 skill that would be useful right about now to ensure we don't clip so much. We lost a stun, reducing Steel Peack to a awkward stationary shoulder tackle that still looks like it ought to be a stun. We lost three seconds of Demolish, We lost some potency on Forbidden Chakra, dramatically reducing the hype that we can effectively spam it with the blessing of RNG. We lost the need for TP without our lovely DoTs, making purification utterly useless - haven't used it once since SB was released, not even when spamming Rockbreaker.