


This may be true however Monk has already been getting left in the dust as far as new skills go as it is in each expansion. Perhaps if they redesigned Monk like they did to Bard, they could rearrange the order that some of those combos get used and even add more to the end of the combo so it doesn't keep branching out so much. You could condense Dragon Kick and Demolish down like they did with Fang and Claw and Slashing Edge for Ninja and then in 5.0 add additional skills that make the job more unique and less about combo paths and positions or add on more of those but into a single combo instead and add a new gimmick to the job perhaps using chakra.Again, MNK says hi.
There is no way to design this system around MNK without causing MNK to lose some of its choices/options and therefore gameplay. Consolidating MNK combos into one button would require 8 buttons, one for each combination. This leads to more buttons than the 6 MNK has now for their combos which solves nothing and only necessitates more buttons than before which is the opposite of what you all are complaining about.
All of the solutions you have posted so far alters how MNK plays and removes options.
In my opinion, difficulty should be on the bosses, not how a job preforms.
Last edited by Vivi_Bushido; 11-28-2017 at 04:48 AM.





If they want to change how MNK plays in the future then we'll see, but what I am getting at is I don't want them to change MNK SOLELY for this system to work.This may be true however Monk has already been getting left in the dust as far as new skills go as it is in each expansion. Perhaps if they redesigned Monk like they did to Bard, they could rearrange the order that some of those combos get used and even add more to the end of the combo so it doesn't keep branching out so much.
In my opinion, difficulty should be on the bosses, not how a job preforms.
If they want to change MNK because they think it needs to be changed and because they want to improve it, great, but don't change it solely to add a in my opinion bad system like this.
In my opinion, difficulty should be based on the boss and on your skill on your job.
Yeah and I already said "all your solutions alter how MNK plays".
This solution still alters how MNK currently plays. So no you didn't solve my problem with your ideas.


To be honest I think maybe in another expansion or so. Just because otherwise we're not going to get much in the way of new moves (and lets face it new traits just aren't as exciting as shiny new animations). Are there things they could trim from every class, sure, but keep in mind you can't remove too much or suddenly every dungeon under 50 becomes Satasha due to lack of abilities.
Okay what about this, "Create a combo".That's why we've repeated that this is in no way a suggestion to use the same skill set for PvE. We need to keep a lot of skills to give each job enough depth.
It's only to adress the skill bloat that is partially because of the combo system, by fusing skills that are always used together in the same order.
You can choose to put 2 to 5 skills in a autoadvancing slot that you can then put on your hotbar.
Like the DRG combos, or enmity combo from tanks.
Or even just your opener for a class.
It could be used to reduce skill bloat for those that want to.
It leaves the old style intact and could even be used in inventive ways.
AND it's already in place for the most part, just unlock it for PVE and let us choose what's in the rotation.
Last edited by LunaTsukihime; 11-28-2017 at 04:34 AM. Reason: Autocorrect being a nuisance


I'd say it's unecessary convoluted.
You have three combos, they take three slots, for a total of 9 skills, easy peasy. RoH combo for PLD could even start with Flat Blade, which would be like Fast Blade, but with an enmity bonus, and a different animation for visual variety.



Please no. I love being able to customize my play style. You guys CAN set up macros to solve the bloat.
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It would exactly be like that, but instead of having them come premade for a class you set them up yourself.I'd say it's unecessary convoluted.
You have three combos, they take three slots, for a total of 9 skills, easy peasy. RoH combo for PLD could even start with Flat Blade, which would be like Fast Blade, but with an enmity bonus, and a different animation for visual variety.
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