Like said, the whole concept here has become meaningless, due to the point that
1) Ive to completely overthink it now, that SE announced Shadowbringers and the changes that will come with the third expansion inevitably
2) I made that concept up, when I had played the game basically through at around 2/3, after I was through with Heavensward and like haldway through Stormblood.
At that point I hadn't realized yet, how extremely much of this game is basically hardcoded into the Story, into localized quests, into Raid Content and Challenges in regard of Combat Design mechanics.
3 my original plan when I wrote this concept down was just only, how I thought that the Monk as a Class would make more fun, due to removing some obsolete and bad thouight out skills, replacing them with some new skilsl that would have more skill synergy in their rotation, and especially would fit better to the theme design of that class as a physical combateer which is able to attune itself to the four elements to improve this way its skilsl and change their effects based on which element their are attuned to, basically similarly to the Elementalist Gameplay of GW2.
i thought, that Tackle Skill alone doing this is boring, so I added that elemental design concept to the Dragon Kick Skill, because i thought its a perfect candidate for exactly that theme plus addign as neutral elemental Metal (Steel) to it to round things up.
Aside of that , as one can clearly see, was my personal strongest intention as part of a potential expansion coming soon, to add some new endgame content to the class by addign some new skilsl for the case level 80 comes as new max level, using them to make the whole yin &% yang theme of the monk more depthful and to give them a much more depthful chakra gameplay with the gates of Freedom, which is a pure mythological concept based on becoming in harmony with your body and mind (yin and yang), balancing out your chakra - in this case here now the 7 chakras of light, and the 7 chakras of shadow, which is why i mentioned it, that it is a complete design mistake, that Monks have in the UI design just only 5 chakras to fill up, and not 7 how it would be CORRECT from a game lore standpoint especially, if you look at that, using a color change then from white to black, signalizign this way to have activated all 14 chakras, which should give the class all some individual effects based on the gates of freedom concept of chakra, makign this way not only the whole class more fun and interestign to play, but also more accurate to lore and mythology.
PS:
However, writing down such concepts I'm doing just for fun and out of boredom XD
Not that I'd expect ever anything of this to happen.
But if one of the devs might use something of it as inspiration to improve the class, I'd lief if i'd say, that i'd not be honored a bit then
I'm waiting now first on whatever SE makes for changes on the classes with Shadowbrigne,r and how exactly the removal of TP will play out on the overall designs of the classes and the combat system...
Game Redesign is also important, to keep a game running, modern and up to date.
if you want to see, how disastrous a game can end up, if things like that are not done every now and then and ignored for basically 6+ years, you just have to take a look onto GW2
FF14 definetely has some extremely outdated game mechanics, which would be together at the class and combat design changes SE will need to do with Shadowbrigners by removing TP at a good time to rework them as well too, likje for example the extremely outdated Attribute Systerm, and the extremely outdated Materia System as part of character prpogression, but that are now completely different topics![]()


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