After a little break, Ive to mention, that the skill list above is just a concept of how I'd rework the Monk under the current system, without the role changes of adding Supporters and Preventers (Debuffers).
I've not written down yet for that concept the rework of Traits and Role Skills, because I thought, it would be too much, if I do that.
I wanted to have first feedback on the skill changes, to be able to make if neccessary, appropriate changes on the rest of the concept to adapt it as needed.
In FF14 it are the Traits and the Role SKills, which take influence on how a Job in this Game changes over time and progresses.
My Ideas and inspirations come from my years of playing Guild Wars and especially Guild Wars 2 - not especially WoW, ive never ever played by now WoW at all!!
However, I used my time since that posting to play the game more and especially to play it completely through to the very last quest, to realize, that way too much of this game is too hardcoded, to make the fundamental changes it would need to make this game actually alot better and more modern in the way where GW2 makes things better than FF14, without copying too much.
But the point is, the way hiow FF14 is now, it also cant stay forever liek this with only DPS, Tank and Healer. This games design is way too much dependent on tanks and healers, while we have DPS in abundance, which makes it extremely difficult to find as DPS groups for content to lay, while if you play as tanks or healer, you find groups in no time, because everybody needs them and is dependent on them the most.
Thats why i think, this game needs more roles, so that tanks and healers become lesser needed, because if you have a preventer, which can control the fight, so that you take lesser damage, then theres lesser need for heals.
If you have a Supporter, that buffs the group so that it takes lesser damage, you might eventually not need a tank. Its naturally extremely a matter of skill design, traits, role skilsl, upgrades and so on that is all part of character progression, which needs extremly more depths in this game.
Currently every job and character that shares the same job like your character, feels and plays exactly THE SAME. There is absolutely zero build diversity in this game sadly.
The only thing that counts in this game is reaching as quickly as possible max level and endgame gear with the highest possible gear level full with meaningless boring max point materias and your ready to go and the very nrext other player thatd made a monk like you, is 100% the same like you, except maybe only the choice of used max stat materias in the gear that have nearly any measurable big difference between you and him/her, because therefore are the differences in stats way too tiny to see/feel a real difference in the game, like dealing significantly more frequently critical hits, or having significantly much more Health, or receiving significantly much lesser damage and so on.
Skilsl are exactly the same, there exists unlike in GW2 absiolutely no way in FF14 to change how your skills work and what they do to have different playstyle builds
The sad point is, even if FF14 would provide better and more depthful skills for better build diversity, it would cause massive problems in the combat design of this game with the boss fights, primaes, challenges ect., raids and so on, because all of these are hard coded designs with the point in mind, that all skills work always the same, that all jobs are always the same. So if this game woudl receive more build diversity, all of the bigger boss battles would need to get redesigned and rebalanced as well too
Thats something I didn't have realized at the time, when I created this thread. my goal at this point was only, to make the monk more interestign and fun to play with these concepted skills and especially more depthful in design as a meele fighter, which can attune itself into the elements of nature fire, water, wind, earth and as neutral element steel (Metal) to change the gameplay of this job into one that has more harmony.
Also my concept is insprited as some maybe will have recognized my japanese folclore mythology that peole might now from games and animes like Asuras Wrath, or Naruto, because everyone who has a monk, knows from the story quests, that the class is based on chakra of light and chakra of shadows (yin and yang, absolutely no coincedence there), I just call out here only, what surely everybody will think of the monk the very moment when you reach that point at their story quests and made it part of my concept what Id liek to see as their character prgression when Level 80 comes with new skills, making the chakra gameplay a much more vital and depthful part of the overall monk playstyle.
However, as we all know by know, will 5.0 fuse now MP also together with TP, so my concept would have also to get reworked alone due to this, because I've written it down with the thought in mind, that the game keeps TP and MP being seperate ressources for the combat system and class design.

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