Quote Originally Posted by Shurrikhan View Post
It's not as if Fists, even as a stance, couldn't be integral and interesting.
Fists of Fire -- All damage applies and ramps a short DoT component at a % of the direct damage, and increases the damage of all said DoTs while active --> Increased damage --> Increased relative potency, slightly bankable --> Extended GL pushes.
Fists of Wind -- Increased haste --> More skills usable within the given GL window before being forced downward --> Deeper GL pushes.
Fists of Earth -- Increases the rate at which negative effects fade from you and decreases the rate at which positive effects (including GL) fade from you --> The benefits of RoE already, but far more smoothly..


Heck, rather than just "GL" you could have each apply their own benefit upon Coeurl use. Or they could adjust the GL effect retroactively. Or a combination thereof. Or they could generate unique resource. Anything, really, that isn't just a superfluous 10% movement speed, 10% DR, and what would better -- if the only one really used -- as a passive trait or across-the-board potency buff.

Oh I am aware of the options, I proposed some (blanket) options myself a page or so ago; and it seems overall the MNK community embraces the idea of fist swaps if they actually have something to offer. There's plenty to consider with each of the unfinished concepts that MNK is now wrapped on, but that's where I am getting at. Right now we have two clear resources: GL and Chakra, and both are all burner resources with GL having RoE as a "lifeline".







Quote Originally Posted by Shurrikhan View Post
My point was more that at present it isn't a carry-over, but would need to include carry-over in some form if we didn't want to make the difference too shocking, even while fully rewarding its effective decision-making. Essentially, its useful even now in particular niche situations (GL will fall off, no matter what), but I want to see it usable in a broader span of situations, as per one's own plans, rather than just based on what's coming in the fight. That means use during uptime, as well, not just at its tail. And for that to work to a player's satisfaction, it would need to feel okay to use even when there are blows to be struck after it.

I want to feel the differences based on my decisions, to allow for manipulation of timing. If TK were based solely on Chakra, it would just be a matter of "do I want extra damage, or do I want that other thing", and damage would then win out in 99% of situations unless of course that other thing is a rDPS gain, which then follows the same concept. It becomes a checklist, rather than something that you have to think about in context.

That's something I am on the same terms with, the options on MNK are "make or break" in the use while still losing something important in the end. But so far, the only thing they put in a "use during up-time" scenario is Brotherhood + Forbidden Chakra and the opinion overall is that its another niche skill combination that depends too much on party composition and RNG.



Quote Originally Posted by Shurrikhan View Post
Ehh, no more so than the idea of even being allowed to play NIN below a 2s Huton-GCD. That would be a huge boon for everyone, and a necessity in making Skill Speed a viable stat (alongside changing TP to 50 per GCD (base or current -- wherein NIN/MNK costs would need to be rescaled) instead of 60 per flat 3 seconds, but that's a story for another time).

Yeah, well, I was aiming mostly on the part of: "We have the flashy animations because of flashiness" because it seems the skill animation group wants us to throw fireworks while performing in a Chinese opera on every finisher/opener.