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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.
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*
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.
I'd say as unintended as using flare rotation for BLM in ST right now, which has some degree of clunkyness, though perhaps is less clunky, anyway we'll see if it's something that SE will allow or not
I'd hardly call Flare as being in the ST rotation.
It's a very specific case for using Flare, and it generally has more to do with Boss Invulnerability phases than anything else.
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