Quote Originally Posted by Silver-Strider View Post
I left out the part of my original suggestion that would make Dragon Kick, Twin Snakes and Demolish all 21 seconds so you'd realistically would only need to go into Fist of Wind after 2 Snap Punch/RockBreaker combos, making it not much different than BRD rotating their Songs but even with that, people found fault with the entire suggestion as it would "make MNK's rotations stale", which isn't entirely without merit but muscle memory sort of makes all rotations stale after awhile anyways.

Regardless, you're entitled to your opinion.

The problem is you are restricting the free flow of the monks combo. You can still end up in positions where you would have to switch after every GCD, increasing the buff/debuff lengths doesn't change that. Also, it is completely different to Bard. You might see it, for Monk, as Wind (Buff) > Fire (2 rounds of damaging moves) > Wind etc. but the difference is, Bards GCD abilities aren't locked behind ANOTHER condition, in the case of Monk, you are locked behind the forms.

If Bard has to rebuff, they do, easy, Straight Shot > DoTs done, doesn't matter where they are in their songs, doesn't matter what order, infact, if straight shot doesn't need to be refreshed right there and then, you can delay that further, refresh DoTs is applicable, and be no worse off. However, the same cannot be said for Monk, since they are locked into a combo system, in your system, they can end up in the situations I described, but they have the extra condition that they have to switch between wind and fire. Doing Dragon Kick > Twin Snakes > Demolish when Twin Snakes will last till the next combo is a damage loss, as optimally, you would do True Strike. So, you end up switching stances between everything. It doesn't matter how long you make the timers, the situations can, and will happen.

As I mentioned, I will point out flaws hoping for someone to come along and mention a potential fix, however, this is one of those times where I think you haven't been able to see the flaws, and how much it can affect gameplay. More buttons does not mean better, especially when this is a case of adding buttons to press for the sake of adding button, which is what we are trying to avoid.