Why is it that the developers are so reluctant to make changes to Monk? What is it about Monk specifically they find too delicate to touch?
Why is it that the developers are so reluctant to make changes to Monk? What is it about Monk specifically they find too delicate to touch?


They are reluctant to make change to every single job.
You have the same question and complain for almost every job, just look at BLM with Freeze and Scaith to name a few, there's been over 9000 post of good suggestions and those skills are still around, useless as they can be.
Basically, unless something needs to be adressed because it makes the job unplayable or the design goes against what SE want for the job, they won't adresse it.
For example, DRK at the beggining of 4.0 had huge mana issue in dungeon, we were starving, they added a mana regen effect to Quietus which made DRK much more enjoyable.
Another exemple, the Ruin rework of SMN, they litterally killed SMN mana management. They either did this because they didn't like SMN tooling like this, to simplify an already quite complex job or perhaps both. (I mean, Ruin 4.1+ is much easier to work around than ruin 4.0)
MNK doesn't seem to have any urgent issue that need to be adressed. So their issue will be adressed slowly so they can control better how their change affect the job.
Some change, altough they seem minimal can have huge impact on the job, it's better (for them) to gradually buff than buff/nerf every patch (like they did for MCH turret, buffed to 6% to then be brought back to 5% one patch later).
There's a crap ton of things that need to be adressed, but unless your job is utterly broken (and by broken I don't mean it has useless skills; I mean borderline unplayable) don't expect more than potency adjustment and one or two change to a select few skills. (I mean, you got a new effect to one of your skills, in some way that's a huge change)
Last edited by Sylvain; 01-24-2018 at 03:12 AM.


This nails it, SE cares more about overall playability over perfect balance and they've said that, all jobs in the game are fine in all content so long that you don't stack double jobs, that some jobs are better than other I think it's a reality we can't really escape from though I will say They can still work on it to make it betterThere's a crap ton of things that need to be adressed, but unless your job is utterly broken (and by broken I don't mean it has useless skills; I mean borderline unplayable) don't expect more than potency adjustment and one or two change to a select few skills. (I mean, you got a new effect to one of your skills, in some way that's a huge change)



Yes. But also there are certain jumps where you know for certain that you won’t be able to refresh using RoE. Two that come to mind are the second boss in Skalla when he makes 8 minions, and Rofacale both during the lights out and the big raid-wide attack after the parties split for adds
Of all the nice suggestions, this is what they pick...
It's important to know when to fold. It's part of progress to fail... yet... they seem to unaware of it x)
It matters little. There is no hope for monk this expansion. Enjoy the story and the content and wait for next. At least, I know I have given up hope.

While I do agree Tornado Kick and stances could be tweaked a bit, I find Stormblood Monk enjoyable. Now that there is a tweak to RoW to where it might actually be used rather than a town speed boost itll be nice to actually use all 3 riddles in fights. I personally enjoy whenever I get to RoF. I am sitting there punching all fast and stuff then pop that to make the fist of rhalgr more destructive. That is my lore headcannon for the ability hahah.
REDNESS
I personally think if they wanted to go the riddle route then they should have had them just replace the fists and not just double our number of buttons to manage them - especially given they said they were trimming down on ability bloat this expansion. This could have worked sort of how thunder and stones get upgraded to II / III / IV. Fists of Earth could have just evolved into Riddle of Earth at 64 (and a trait granted at that level for an additional 5% damage).
Tornado Kick could them consume all stacks and give a buff called Rolling Thunder which lasts thirty seconds.
We could have had another ability - Hurricane Kick - that consumes rolling thunder and 3 chakra to grant GL 3.
Boom.
Done.
Monk's get a far more reliable means to reacquire GL3. If GL3 is lost, we still use our GL dump for jumps. No more "shall I use Tornado Kick or roll the dice and pray I get hit under Riddle of Earth". No more upcoming Riddle of Wind which just adds needless steps to the process by having us... change stances (FoW) - tackle - tackle - change stances (FoF) - just to refresh stacks or get to GL2.
This Riddle of Wind change - for dungeons is great, probably. For raids - it's a muddy mess of a fix. For jump phases around 30 seconds long this will be our new Downtime Dance.
Change stances (FoW) - tackle - tackle - [BOSS JUMPS] Riddle of Earth (wait to get hit....) - change stances (FoF). All this while rebuilding Chakra and trying to maintain Coeurl Form.
My suggestion, which took all of a minute a week ago - gives us the same window for refreshing GL3 - grants us an actual new ability (we were the only job to not receive one this expansion - while classes like NIN got THREE!)
60 second Perfect Balance.
This are going to get interesting around this joint.


PB at 60 is easy free damage at this point. But with that I don't see the need to have RoW if PB is down to 60. FoW opener seems like a thing.
If you say so.



It'll likely be a niche GL refresh like RoE is now. If you have Shoulder Tackle up and need to close the gap while GL is low, you can refresh it? Will have to play around with it and see, but I could see the possibility of an opener of Wind Tackle > Demolish > Riddle of Wind > Dragon Kick > Fists of Fire > Twin Snakes > Snap Punch. So, like you said, lets you get your stacks just slightly slower than using Perfect Balance, but lets you save that skill for later in the encounter.
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