Page 4 of 4 FirstFirst ... 2 3 4
Results 31 to 32 of 32
  1. #31
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by KingFrost View Post
    I hope they correct the flow of the job. Too much feels "off" about Monk.

    Riddle of Wind is clunky. Double tackle keeps you locked in place, potentially costing a positional and is anathema to the job's motif of speed and agility (Read: Moving around a lot).

    Stance dancing just adds to button bloat. FoW is still useless and FoF is still mandatory. They're only ever hit for ONE oGCD, which in and of itself feels like clunky design. 2 (3 with RoW/ST) more buttons to press for one move? A trait could solve this.

    Riddle of Fire is anathema to GL3 and what makes Monk fun (For me anyways). This has already been discussed to hell and back, but it's still pertinent. It just shows that SE has no sense of what to do with Monk.

    The job needs a makeover. Here's hoping the 24th leaves it sitting pretty.
    hmm, i hope they dont kill the job for me in making it better for you. But i guess no matter what someone loses
    (0)

  2. #32
    Player
    Coltvoyance's Avatar
    Join Date
    Dec 2013
    Posts
    210
    Character
    Athaleiya Eclesiance
    World
    Brynhildr
    Main Class
    White Mage Lv 90
    There's a lot I love about MNK, and there's things about it's current structure I absolutely hate.

    The current Best DPS "Rotation" for MNK is absolutely ludicrous. The timing is incredibly tight and if you flub one button press it can all go to hell. TK Rotations are conceptually fun, but the way those rotations are executed feels BAD.

    Lets put it this way. BLM has a rotation where what you cast and when you cast it makes sense. (This is not a call to make MNK as simple as BLM let me finish.) It has a rotation, specifically designed by the Devs to flow a certain way, like all classes. It has leeway here and there for you to mix it up, but generally "Your rotation will likely match the one they designed."

    I cannot imagine any Dev looking at "Dragon Kick > Twin Snakes > TK > Snap Punch > Fists of Wind > Bootshine > Tackle > Tackle > True Strike > Fists of Fire > Demolition" and thinking "That makes sense. That's a very obvious flow of skills that the players will naturally pick up on."

    The process of rebuilding GL stacks quickly feels unintuitive and cumbersome. Because it's supposed to. Because for 60 levels, the goal of the class was to maintain your stacks, because rebuilding them was a struggle - a punishment. Monk was initially designed to get stronger the longer the fight goes on. It's late-fight GL3 strength and speed was supposed to compensate for its slow start at the beginning. It's why Perfect Balance had such a long cooldown time.

    TK Rotations where you're constantly building up, and tearing down your stacks feels awkward because repeatedly building your stacks in such quick succession is not how the class was initially designed to function. It's trying to overturn 60 levels of design philosophy.
    (2)
    Last edited by Coltvoyance; 05-15-2019 at 02:02 AM.

Page 4 of 4 FirstFirst ... 2 3 4