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Last edited by Exiled_Tonberry; 05-17-2018 at 04:32 AM. Reason: Deleted
I believe the changes were exactly meant to lead to this. SE has no issue with clunky and seems to encourage it actually. You can look at flamethrower and bahamut for example which are the most known. They like to use clunkyness as a tool to provide some execution difficulty.
Disproportionately penalizing ping and server ticks (while allowing team-protective utility skills to be wasted for bonus damage, in the case of Bahamut) =/= execution difficulty.I believe the changes were exactly meant to lead to this. SE has no issue with clunky and seems to encourage it actually. You can look at flamethrower and bahamut for example which are the most known. They like to use clunkyness as a tool to provide some execution difficulty.
There's no difficulty added from my maybe getting the first or last tick of Flamethrower, maybe not, before moving on in optimal rotation. It depends entirely on whether the server is quicker to note my breaking Flamethrower than my engaging it.
There's no difficulty added TCJ taking more than the normal Ninjutsu time to cast each successive Ninjutsu.
There's no difficulty added in applying GL stack on Riddle of Wind rather than Wind Tackle, or retaining Fists of ---'s slightly above-average animation lock.
I'm personally glad Tornado Kick is finally an option during core uptime, even if only at the tail end of RoF. I'd just like to see Riddle of Wind done away with so it's less clunky to recover from that option.
Ideally, I'd like to see oGCD damage scale variably with SkS and the base damage of TK reduced just a slight bit as well, so that varying levels of Skill Speed would still receive equal worth from and therefore access to this rotational option, but that's like... three expansions future worth of common sense.
If they are I'm sure the Tornado Kick rotation was unintentional, it's a top end skill gap which is the thing the devs have most consistently tried to erase from the game in Stormblood. The only reason it came about is the convergence of two highly questionable changes to Monk, Tornado Kick's cooldown reduction and the existence of Tackle Mastery. I full expect to see some kind of nerf to Tornado Kick's potency/recast in 4.3 to pull Monk's top end DPS down.
I suppose so, and it would make the Tornado Kick CD reduction make more sense. Still, I hope this is not their final answer to using Tornado Kick semi-regularly in battle. It's just extremely difficult to execute and doesn't flow well at all, not to mention how tight you have to be with inputs or it'll just come out as DPS neutral.I believe the changes were exactly meant to lead to this. SE has no issue with clunky and seems to encourage it actually. You can look at flamethrower and bahamut for example which are the most known. They like to use clunkyness as a tool to provide some execution difficulty.
I really just hope that they take a good look at the monk and rework him for HW and ST, but I guess that's a lot to ask and Yoshi-P had the tendency to dodge monk questions (I'm thinking about the recent PSU interview before 4.2 about monk and GL4). Maybe that's because they are heavily debating it and that's a tricky subject, would really like it to come sooner than later instead of praying on what will happen in 5.0.
Clearly unintentional.
The philosophy behind Stormblood Job (re)design has been to reduce the skill gap that existed in HW. I imagine TK optimisation was something that people had been theorycrafting for a while now, and it just so happened that the MNK changes finally gave an opening for TK to become viable now.
Let me get this straight; people were complaining for a long time about Tornado Kick being useless.... and now people are complaining because the "recent" changes made it so people figured out a way of making Tornado Kick useful?
I mean, I guess people are simply never happy and always want a reason to complain. *shrug*
Simple, TK was bad in the first place and now making it somewhat 'useful' is a problem because of how bad it was x). In HW monk wasn't really a class that you pick for raid and such and right now you only pick it for heavy physical comp otherwise Ninja and Dragoon are still prioritized coz they offer more and do more damage in a party setting.Let me get this straight; people were complaining for a long time about Tornado Kick being useless.... and now people are complaining because the "recent" changes made it so people figured out a way of making Tornado Kick useful?
I mean, I guess people are simply never happy and always want a reason to complain. *shrug*
The clunk issue is largely a matter of the Fist stances and how irrelevant they are outside of Riddles.
Removing Fist Stances alone would remove much of the clunk as they currently serve no real purpose other than button bloat.
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