So, in a Q&A letter regarding Monk’s Riddle of Fire skill speed reduction, it was answered that at one time they had considered giving Monks Greased Lightning IV but shied away from it because it’d widen the gap between highly skilled and lesser skilled Monks. It also said that we should try it in savage to “understand” the skill speed reduction.
(http://forum.square-enix.com/ffxiv/t...-Update-Thread)
We are now two months in to the expansion and savage has been released and (by some) cleared. And although I am not part of the group who have cleared all of savage, I am one of the people who still doesn’t “understand” the point of having such a huge damage boost with such a significant skill speed reduction. People have suggested the slowdown attached to RoF helps with our TP but honestly, with the across-the-board lowering of TP costs for our abilities as well as the fact we still have access to Invigorate and Purification (and with Goad now being an option not tied solely to Ninja) I have not once run into a TP issue outside of using Arm of the Destroyer as part of my AOE rotation; and that’s been said by many of the other Monks who have posted on these forums so please don’t argue “I am just one Monk saying that”.
Monks don’t have TP issues anymore outside of extremely excessive (and careless) AOE. Savage doesn’t suddenly change that. Riddle of Fire isn’t needed in its current iteration to make Monks viable in savage. So, just like I don’t understand the point of Earth Tackle - I don’t understand why we needed to wait until savage was out to confirm that the current iteration of Riddle of Fire simply pulls us too far away from the core concept of the class and doesn’t fit right.
I would really like to implore community reps to continue to pass on our requests to have RoF adjusted as it has been in PVP - or even outright changed to GL IV, because where Riddle of Fire is great for big numbers I think I can say with a degree of confidence that given the choice between Riddle of Fire for burst or GL IV for sustain (or a smaller, timed burst) that the majority of Monks would opt for GL IV. That is our identity, because...
...Monks are a job based around speed - we taught Widargelt that speed is something he needed to improve in the Stormblood quest “Choices and Paths”. Hamon, when we first met him, told us the importance of speed. We’ve been playing Monk for years with the GL concept and I honestly think it is a huge misstep for the devs to not expand upon this the same way they expanded on Dragoon’s Blood of the Dragon.
Now, I do understand that losing GL is a pain. I understand that newer Monks, or less skilled Monks would get punished more for losing their stacks. However, I don’t understand why a perfect opportunity to grow and progress the job from GL III to IV was tossed out instead of addressing the concern of losing stacks by, for example, creating a more reliable Riddle of Earth. Changing Purification to affect GL duration since we don’t suffer from the aforementioned TP issues anymore. Or any other change to help a less skilled Monk retain their stacks to avoid this widening of a gap and the struggle those newer to the class experience in keeping their stacks. These allowances are given to SAM whose buffs are 30 seconds long and NIN who gets a 1 minute skill speed buff. Why is it that Greased Lightning, our core mechanic, on a 16 second time / 12 seconds approximately at the point of refresh. This is way too low to retain GL stacks through the majority of mechanics if a boss jumps before we can refresh GL - even with Riddle of Earth because at the 12 second marker of GL timer Riddle of Earth is both most needed but most likely to fall off before we take damage. I mean, that's a whole different can of worms I won't touch on too much. Sufficed to say; using Riddle of Earth is an exercise in frustration or jubilation, depending if it works / falls off before we're hit.
Back on topic: I understand that each rank of GL gives 10% damage and at 4 stacks 40% would be too great a gain and - as they said - too great a loss for some Monks if lost. So why can’t it possible to change the value of the damage per GL stack to 7.5% - meaning 4 stacks remains a 30% damage buff - but keep the 5% skill speed increase, meaning we get to 20% skill speed reduction - a similar effect to our current GL 3 when we get an arrow card. We’ve had the value of GL stacks tweaked in the past as it used to give 9% damage per stack, so the devs are no strangers to adjusting the values.
If a permanent GL IV is too much to ask for - would it be a good idea to give us an ability that grants GL IV for 20 seconds or so as a way to test the waters? Again, I think the majority of Monks would take 20 seconds of GL IV over Riddle of Fire in a heartbeat.
Also, as a bonus request, can the suggestion to change Tackle Mastery be passed up the ladder. I’ll keep this part short, so not to sound too “change this / change that” but honestly - what is Earth Tackle for? Whose idea was that and how does a knockback attached to a melee gap closer figure into reality? It’s the most ass-backwards skill I’ve seen in this game - and that’s coming from a class that has One Ilm Punch to boot!
My humble suggestions for a buff/duration-based GL IV (i.e. 10% per stack instead of permanent 7.5% per stack):
Riddle of Fire: Lasts 20 seconds. Shares a cooldown with Riddle of Wind / Riddle of Earth.
Grants GL IV. Increases Deep Meditation proc chance to 75% on a crit / 100% on direct crit.
Riddle of Wind: Lasts 20 seconds. Shares a cooldown with Riddle of Fire / Riddle of Earth.
Grants GL IV. Increases movement speed by 10%. Resets the cooldown on Shoulder Tackle and reduces cooldown of Shoulder Tackle to 0 for the duration. Shoulder Tackle has a potency of 0 for the duration.
Riddle of Earth: Lasts 20 seconds. Shares a cooldown with Riddle of Fire / Riddle of Wind.
Grants a 20% damage shield for 20 seconds. When hit, the shield is lost and we’re granted GL IV for 20 seconds.
Opo-Opo, Raptor and Coeurl forms now have a duration of 16 seconds (up from 10)