Results 1 to 10 of 62

Hybrid View

  1. #1
    Player
    reyre's Avatar
    Join Date
    Aug 2017
    Posts
    148
    Character
    Reyner Blackblood
    World
    Gilgamesh
    Main Class
    Pugilist Lv 80
    Quote Originally Posted by James2015 View Post
    I would be very happy with Monk if they just changed RoF, SsS, Tk and removed stances.

    RoF - Remove the 15% slow.
    SsS - Make it a OGCD and have it grant us a stack of GL on a 30s recast timer.
    TK - Have it only useable at 4 stacks of GL as an OGCD or something more in-depth.

    Or just remove RoF 15% slow and make SsS and TK OGCDs with a 30s recast timer and nothing more so I can enjoy the visual effects without being penalised.

    I have only been playing FFXIV for 6 months and I love it and Monk very much.
    One of the, if not the BIGGEST issue with MNK is the redundancy and kind of pointless skills it have. SsS, RoE, Anatman all do the same thing, literally the exact same thing, so why do we have 3 of them? I dont count PB because it is kind of the only one we really need and the 60 sec CD is just perfect, why up it to 2 min again, is baffling.

    The core of MNK is to maintain Gl and the skill that we have in order to spend said GL is mediocre at best, there is really not point in using it, i mean not anymore since RoW and PB are going to be gutted. To the point that with so many GL management/sustaining skills why even have Tk spend Gl stacks at all, its counter intuitive, 4 skills that can prevent Gl stack loss make TK higly undesireable. Its just so...bemusing.
    RoF is useless in new content, the whole reason for its existance was to allow players to double weave, now since we no longer have HF or SP, what the actuall f*ck are we going to double weave? the slow is just pointless.
    Deep Meditation II, so it increases Chakra generation from 50% to 70% when you crit a weapon skill, sounds good righ? Wrong, before this passive might have been neat but since mnk has no IR i.e self buffing crit chance skill it simply means we are now overly dependadnt on Bs and party comp (which according to yoshida is somenthing they are moving away from, mandatory party composition but mnk is still tied to it and bad RNG). My issue with this is not the RNG perse is the fact that now the players have even less control over the class, before you could use IR to boost your chances of crit in a RoF window, or save it for a reopener or use it to set up a HF/EF window ending in TK. With these changes the only thing you control is your PF, so a DNC (obviously), a DRG, a NIN...etc. As you can see Riveting gameplay, it is such a stupid desing choice.

    Stances are pointless and GL4 as neat as it is, its just kind of a given.
    (0)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    13,020
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    The changes we got just feel wholly aimed at the lowest denominator, so to speak, of Monk. That or reactionary and equally unpolished bait-and-switch changes to the Stormblood toolkit.

    We take the "obvious" thing asked for since HW by... precisely anyone who doesn't understand how ramp-up works or that power will be balanced around having it up basically full-time. And so dies the one bit of interesting gameplay we had surrounding TK in 4.2. Even if RoW had remained, the costs would make it no longer viable for rotation and utterly redundant with Riddle of Earth (now Anatman) as a on-jump mechanic.

    Riddle of Earth was bad because shields could prevent it from being triggered, despite forcing the mitigation stance that makes it even more likely for its main effect not to work? Well, we'll replace it with Anatman, which now only half works so long as you're in the highest level of GL, requires that you be stationary, and has no defensive benefits on the offhand chance you wanted them.

    Balancing AoE dps around a single core AoE have decent focus target damage and good burst through Perfect Balance? Well, we can't have that; players might be confused if they had to hit a non-AoE ability during AoE fights. Worse still if they had to consider resource efficiency or the like (as casters will continue to do). So, once the fight's begun, you get just one option per form for AoE, hurray!

    Aside: I still don't know why people so want to remove RoF's slow-down. I rather enjoy it, since it offers significant burst to my oGCDs without having to squish my base damage as it would if it was a mere HW-era Raging Strikes copy. I notice speed when my speed changes, and I don't notice slow-downs any more than speed-ups so long as the side-effects are equally advantageous.
    At present, no-RoF allows me particular rotational breakpoints (Double-Boot), while RoF allows me perfect breakpoints one rotational style slower (Demo-drop, if I care to make use of it) and allows me to double-weave at only very faint uptime cost. They're different, but neither is clunky for me. And thus I enjoy the variance. At most speeds, it's far more interesting than just another Raging Strikes.

    But, of course, while it's true that we can't actually remove the speed penalty while supporting GL4 without overpowering Monk, we wouldn't want to leave a foot for such opinions to stand on, so let's just remove all the oGCDs that you otherwise could have double-weaved! There, now everyone will be ready to beg that the job be simplified even further in 6.0! Master plan successful.

    We already had an interesting burst CD without penalties, and they took it away, likely to support GL4 and even more RNG-based performance. Internal Release actually synergized well with our Deep Meditation trait. So of course they took it away and gave its carbon copy to Dancer to ensure that one job will likely be basically non-competitive without the other. Out with the Piercing and the Crit-Bards -- in with the Dancer and the superCrit Monk from which to take both or skip both... Hurray?

    So, what, ultimately are we getting?
    - Greatly simplified macrorotation
    - 2 GCDs and 123123123123123123 AoE gameplay.
    - Even less choice of stats
    - Redundant, rather than varied, jump choices; still unpolished
    - Even more dependence on Crit raid buffs. RIP trying to play w/o DNC, DRG, SCH.
    (0)