Sooooo… Shadowbringer Monk.
So I’ve got a lot of opinions about Shadowbringers Monk at this point, just as I had quite a few opinions about Stormblood Monk. While I certainly don’t have the same visceral revulsion I had toward Stormblood Monk I still think there’s a lot of problems the devs need to seriously consider regarding it before they ship it. Because I feel what we are getting now is incomplete. Technically they’re three separate topics and I considered making three threads for them, but for the sake of not dumping a bunch into the forum I’ll just address them all at once. They can be summarized in three points: Stormblood Monk’s very existence, continued attempts to expand upon the Fist Stances without addressing their inherent problem, and Way Too Much Greased Lightning Management.
1. Stormblood Monk was poorly designed per the devs admission, but they haven't done anything about it
So during the live letter a few weeks ago and during several of the interviews following the media Tour, Yoshi-P said that the players of Monk didn't like the direction the Job took in Stormblood, and that the dev team agreed that it did not evolve well during 4.0.
So my question is, why have basically none of the actions from Stormblood changed at all?
Just to go down the list of problems people had with Stormblood Monk point by Point:
Level 62 Deep Medition. People wanted more Forbidden Chakras, so we got this. However, people didn't like Monk becoming RNG dependent. People Especially didn't like Monk becoming double layered RNG Dependent. This hasn't changed, and indeed, our level 74 Trait is an expansion upon this.
Level 64: Riddle of Earth. It’s activation requirements are bad and absolutely counterintuitive on a DPS. Monk’s Greased Lightning, like Black Mage’s Enochian, has an incredibly short timer on it’s buff. What it needs is a powerful, on demand tool to refresh its stacks and be able to do it easily. Black Mage got exactly that in Transpose, meanwhile Monk got this. Riddle of Earth, frankly is the worst conceivable solution to Greased Lightning possible. We have to get hit and take damage in order to refresh our stacks. The use case is when the boss jumps and does a big aoe. Sounds fine, but it isn’t for many reasons. Bosses don’t always do an undodgeable AOE, sometimes you’re supposed to dodge and not supposed to take damage, so you have to run into the AOE like a fool (Shinryu, Rofocale, some others). Sometimes the boss won’t come back in time for it to be easy to refreshable (O4S Exdeath timing following Decisive Battle is extremely tight and if he Thunder III’s you gamble with your life). Sometimes they just don’t do an AOE in time, or AOE at all (Susano, Tsukiyomi, Lakshmi, some others). Further, because Greased Lightning’s duration is so short, if you didn’t get a combo finisher before the jump you might lose your stacks anyway. And, because you have to take damage for it to proc, sufficient party mitigation can make you take no damage and it won’t proc (Twintania to Nael Transition). In Black Mage Terms, this would be like getting "Mana Ward Mastery: Extends Enochian Duration to Maximum when full 30% damage is absorbed" instead of tying enochian to AF/UI and letting you transpose. This is bad design.
Level 66: Tackle Mastery. At Launch it was the new One Ilm Punch for obvious reasons. The trait was worthless. It payed lip service to the idea of Monk having Multiple Stances you’d dance between in order to elevate your play, while not addressing the core issue of Fist Stances. More on this under it’s own bullet point.
Level 68: Riddle of Fire. Riddle of Fire is a powerful buff, allowing for Monk to have the strongest Burst in the game even, but it also evokes the feeling of losing your stacks by giving you a slow, and quite a few people hate that and feel that it goes against what the Job is supposed to be. Monk’s timers also assume a ~2 second GCD so you’re required to clip or drop your buffs/dot occasionally. Monk should not receive skills that cut it’s GCD, flat out, as it runs contrary to the core of the Job (Greased Lightning’s Haste). Now it exists to allow Monk to double weave it’s several oGCDs and because of the RNG nature of Deep Meditation and Brotherhood, but that in and of itself is a problem, as the RNG isn’t something Monks want and many people liked that Monk didn’t need to double Weave in Heavensward.
Level 70: Brotherhood. Brotherhood addressed Heavensward Monks desire for some means of buffing the party and the Devs Desire for Samurai to be the new max damage Melee in one fell swoop. That’s good. The problem is the way it’s implemented. As mentioned, it’s RNG proc based which isn’t something Monks like. But what’s worse, is that it also makes Monk comp dependent. Brotherhood does not proc off of Spells, for every caster in the party, a Monk performs notably worse.
So what changed from Stormblood? Well basically nothing. Tackle Mastery is now a trait that gives Shoulder Tackle charges, which rather than being a change for Monk is instead part of a change in ability design for the expansion as a whole. Riddle of Fire can now be used outside of Fists of Fire, but that was never the problem. It was the slow, and the Double Weaving that the Slow existed to Facillitate is now actually less prevalent than it was because Steel Peak and Howling fist are being removed. But all of the rest of these problems that are inherent to the skill’s designs or part of peoples critique of Stormblood Monk are still the same.
So what gives? Why are you acknowledging that Monk evolved poorly and not actually addressing it?
Why are you actively expanding upon something people didn’t like in Deep Meditation’s double layered RNG with Deep Meditation II?
And speaking of things that keep getting expanded upon without addressing their problems…
2. The Fist Stances
So the selling point for Monk in Shadowbringers is Greased Lightning 4. I love the idea, it’s fantastic. It’s what I wanted in Stormblood. Unfortunately, it’s tied to the Fist Stances and once again reinforces a problem with them that’s existed since ARR.
Monk is a DPS. DPS exist to Deal Damage. During ARR, HW, and SB, there has always been one Fist Stance that boosts Damage output, and that’s Fists of Fire. Ideally, you’d never touch the others and maximize your time in fire (Except for 4.2 when Wind Tackle allowed you to pick up a stack of Greased Lightning and accidentally created the Tornado Kick rotation). The fist stances still have that problem, it’s just that now that GL4 is tied to wind, we’re going to maximize our time in it and never touch Fire outside of recovery periods.
The other fist stances, again, may as well not exist in an ideal world. Enhanced Fists of Fire at level 62? Will get used for 4 levels and then get dropped outside of all other situations. There is no thought in how to use these stances. We do not rotate between them, there is no reason to. We will just want to be in Wind as much as possible.
Do away with the Fist Stances, stop tying things to them. They may as well not exist at this point.
3. The continued focus on Greased Lightning Management Skills are Preventing the Job from truly evolving.
So two of Monks skills for Shadowbringers are Greased Lightining Management Skills, Anantman and Six Sided Star. While they seem great at first blush, we’ve already got a lot of those at this point. Form Shift, Perfect Balance, Riddle of Earth, and Tornado Kick. That’s a total of 6 skills for buff management. Form Shift is only good for short transitions. Riddle of Earth has all the problems I previously mentioned in the Stormblood heading. Tornado Kick is only supposed to be used when the other two skills won’t work (TK rotation not withstanding). Anantman can only be used during phases where Monk can’t move, limiting its Mobility in down phases. Six Sided Star meanwhile is just better Tornado Kick, great for disengaging, but almost invalidates TK’s existence with the other skills considered.
That’s a lot of skills for a single thing, especially for a Job like Monk that hasn’t gotten a new weaponskill we can routinely use literally ever.
By comparison, Dragoon has one Button to grant and extend its buff in Blood of the Dragon that can allow it to go for 59 seconds without hitting the boss. Ninja has one Jutsu and Armor Crush and can go 70 seconds without hitting a boss. Black Mage has Transpose which can currently extend Enochian Indefinitely with full mobility and soon Umbral heart, which will extend it indefinitely while also building a gauge Umbral Hearts.
I believe the big reason Monk never actually feels like it evolves is because we keep getting highly situational Greased Lightning Upkeep skills, while everyone else is getting Single Target Nukes and AOE Nukes that reward them for actually performing their rotation properly.
For Monk to truly evolve, it should have design that’s more like these jobs. Greased Lightning has a short Duration like Enochian, so I shall make a direct comparison to black mage. Form Shift Should work like Transpose and just Refresh Greased Lightning when we go from Coeurl to Opo Opo, we don't need all these other tools. Instead of having a bunch of tools to upkeep it, we should be rewarded for upkeeping Greased Lightning we should be getting Tornado Kick to use as our our Foul, Six Sided Star should be our Xenoglossy. The new skills we get should be used in every fight, they shouldn’t go unused because that particular fight doesn’t have the niche it’s meant to cater to.