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Thread: Monk Changes

  1. #21
    Player
    Sonya_Nillefrant's Avatar
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    Sep 2019
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    Character
    Sonya Nillefrant
    World
    Adamantoise
    Main Class
    Monk Lv 80
    Quote Originally Posted by Neri View Post
    I guess the best option is to come and talk about this once SE did somethings to balance out the job first. The way you look in this issue is bad to others because right now mnk has super high dps compared to the other jobs and you still want to buff it further. Sure mechanic-wise might be clunky and all, but so do other jobs.

    So in my opinion, mnk is not on the priority list to be changed right now, however, other jobs do. Just wait for your turn.

    This is an answer i gave simeone else in my other thread:

    "Why does it need nerfs? If u bring it down then raise another up ur back to the same problem. The class doesnt need nerfs, others need to be brought up. The best way to fix a large problem it to start from the outside and work your way in. Slaping a band aid here or there and skiping around isnt going to solve anything.

    The best route is to start with your known variables:

    Monk
    Black mage
    White mage

    These are easily the defined top dogs as of the moment. U then fix any issue with them. Now you have a solid known variable. From there you can now, with solid numbers adjust the other classes to align with your now known variables accordingly to how you want them lined up next to one another. Boom, problem solved. Band aids dont work, they just smear the problem. Its time to rip it off and tend to the wound properly."
    (0)

  2. #22
    Player
    SpeckledBurd's Avatar
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    Oct 2016
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    Character
    K'ahli K'uhla'tor
    World
    Balmung
    Main Class
    Monk Lv 100
    Your formatting, grammar and spelling need work. Reading that is a struggle.

    That said, I personally think that Monk despite massively overly performing is in just as much of a need of a rework as Summoner and Ninja. The reason being that it's extreme over performance at the moment is a direct result of the developers having a knee-jerk response to player satisfaction and play numbers for the first month of Shadowbringers just because of how terrible it was.

    Monk's design is a mess, full of dated design principles that should have been removed last expansion and traits that build upon those dated design principles without fixing their underlying problems, multiple redundant skills for greased lightning management, several useless skills, a gauge whose design is rooted in downtime mitigation without ever being tweaked out of that design, and a playstyle that has only regressed from how it was in A Realm Reborn. The knee jerk changes the devs made in 5.05 didn't solve even a quarter of this, The Riddle of Fire fix was something the devs knew we hated and refused to fix at launch out of sheer stubborness until Monks started setting the forums on fire and the Form Shift change just made Form Shift upkeep GL the same way transpose keeps Enochian up for Black Mage, and making that change invalidated the existence of Riddle of Earth (and the actual purpose of Anatman, rather than how we're using it in the opener). The only buff that was just 100% a buff was making Mantra's range bigger than a thimble. But the problems players had with the Fist Stances even existing, the playstyle never changing, the way Brotherhood constrains Monk to certain party compositions to be effective, the RNG on RNG nature of Deep Meditation, the All or Nothing nature of Chakra, and the fact that the job still hasn't evolved 3 expansions in are all still major problems.

    Yes, Monk does need to see its personal damage nerfed down to be below Samurai's or have everything brought up to its level, but Monk being the second most highly played job right now is an aberration and the moment that its brought back in line it's going to be at the back of the pack once again. The fact that it's performing so well right now and is seeing the most use it has been in the entire time that I've played the game is completely in spite of the way its kit is put together, not because it's a shining star of the game's design.
    (4)
    Last edited by SpeckledBurd; 09-05-2019 at 11:38 PM.

  3. #23
    Player
    Sonya_Nillefrant's Avatar
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    Sep 2019
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    Character
    Sonya Nillefrant
    World
    Adamantoise
    Main Class
    Monk Lv 80
    Quote Originally Posted by SpeckledBurd View Post
    Your formatting, grammar and spelling need work. Reading that is a struggle.

    That said, I personally think that Monk despite massively overly performing is in just as much of a need of a rework as Summoner and Ninja. The reason being that it's extreme over performance at the moment is a direct result of the developers having a knee-jerk response to player satisfaction and play numbers for the first month of the game.

    Monk's design is a mess, full of dated design principles that should have been removed last expansion and traits that build upon those dated design principles without fixing their underlying problems, multiple redundant skills for greased lightning management, several useless skills, a gauge whose design is rooted in downtime mitigation without ever being tweaked out of that design, and a playstyle that has only regressed from how it was in A Realm Reborn. The fact that it's performing so well right now is completely in spite of the way its kit is put together, not because it's a shining star of game design.

    Yes, Monk does need to see its personal damage nerfed down to be below Samurai's or have everything brought up to its level, but Monk being the second most highly played job right now is an aberration and the moment that its brought back in line it's going to be at the back of the pack once again.
    Sorry for the formating/ grammar and such, my first post, and typed out in a ranting fashion. Overall, i believe the monks core kit is fine. Everything lvl 50 and below works as it should. Its the stuff after arr thats just been tossed in there with no idea what they should do with it.

    I believe bringing the other classes up instead of nerfing down is a more productive direction. It wont incur the wrath of the forums amd everyone is then happy, except of corse those who just refuse to be.

    Its almost like the origional designer knew what they were doing, and then it just got passed off to someone else, who had no idea.
    (0)
    Last edited by Sonya_Nillefrant; 09-05-2019 at 11:49 PM.

  4. #24
    Player
    Chimiko's Avatar
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    29
    Character
    Chimiko Moonwalker
    World
    Zodiark
    Main Class
    Arcanist Lv 70
    They should nerf mnk,drg and blm. Its way easier to decrease potency of 3 jobs rather than buff the rest of them. Makes more sense, but SE dosent like nerfing so instead we'll ahve this inbalanced meta until 5.1.
    (0)

  5. #25
    Player
    Mahrze's Avatar
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    Jun 2017
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    Ul'dah
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    796
    Character
    Mahrze Crossner
    World
    Jenova
    Main Class
    Monk Lv 80
    Quote Originally Posted by SpeckledBurd View Post
    Your formatting, grammar and spelling need work. Reading that is a struggle.

    That said, I personally think that Monk despite massively overly performing is in just as much of a need of a rework as Summoner and Ninja. The reason being that it's extreme over performance at the moment is a direct result of the developers having a knee-jerk response to player satisfaction and play numbers for the first month of Shadowbringers just because of how terrible it was.

    Monk's design is a mess, full of dated design principles that should have been removed last expansion and traits that build upon those dated design principles without fixing their underlying problems, multiple redundant skills for greased lightning management, several useless skills, a gauge whose design is rooted in downtime mitigation without ever being tweaked out of that design, and a playstyle that has only regressed from how it was in A Realm Reborn. The knee jerk changes the devs made in 5.05 didn't solve even a quarter of this, The Riddle of Fire fix was something the devs knew we hated and refused to fix at launch out of sheer stubborness until Monks started setting the forums on fire and the Form Shift change just made Form Shift upkeep GL the same way transpose keeps Enochian up for Black Mage, and making that change invalidated the existence of Riddle of Earth (and the actual purpose of Anatman, rather than how we're using it in the opener). The only buff that was just 100% a buff was making Mantra's range bigger than a thimble. But the problems players had with the Fist Stances even existing, the playstyle never changing, the way Brotherhood constrains Monk to certain party compositions to be effective, the RNG on RNG nature of Deep Meditation, the All or Nothing nature of Chakra, and the fact that the job still hasn't evolved 3 expansions in are all still major problems.

    Yes, Monk does need to see its personal damage nerfed down to be below Samurai's or have everything brought up to its level, but Monk being the second most highly played job right now is an aberration and the moment that its brought back in line it's going to be at the back of the pack once again. The fact that it's performing so well right now and is seeing the most use it has been in the entire time that I've played the game is completely in spite of the way its kit is put together, not because it's a shining star of the game's design.

    As much as I agree with and I don't think there really should be a priority list on "what actually needs fixing". It's sad that we've reminded them since early SB that whatever they give MNK doesn't work and they just keep themselves to the Greased Lightning Crutch/Tax.


    A lot of these "buffs" were mostly QoL changes that reflect how strong MNK is in terms of what it has, but that isn't necessarily what the issue of MNK is or ever was. MNKs issue is that it gets abilities every expansion and at best, 1 out of 5 on every expansion is an actual "addition".
    (1)
    Last edited by Mahrze; 09-06-2019 at 04:43 AM.
    If you say so.

  6. #26
    Player
    Sonya_Nillefrant's Avatar
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    Character
    Sonya Nillefrant
    World
    Adamantoise
    Main Class
    Monk Lv 80
    Quote Originally Posted by Mahrze View Post
    As much as I agree with and I don't think there really should be a priority list on "what actually needs fixing". It's sad that we've reminded them since early SB that whatever they give MNK doesn't work and they just keep themselves to the Greased Lightning Crutch/Tax.


    A lot of these "buffs" were mostly QoL changes that reflect how strong MNK is in terms of what it has, but that isn't necessarily what the issue of MNK is or ever was. MNKs issue is that it gets abilities every expansion and at best, 1 out of 5 on every expansion is an actual "addition".
    I appreciate the ACTUAL insightful response. My main goal is to get my idea out in the open.

    Completly ignoring the obviousness that the changes will push monk further over the top before balancing it out. What is your opinion on what i discribe?

    Mainly using the idea that my proposal is to extend the monks rotation, picking up on some lost skills in different ways, and displaying the pc's lore based mastery over the class of monk.
    (0)

  7. #27
    Player
    Mahrze's Avatar
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    Ul'dah
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    Character
    Mahrze Crossner
    World
    Jenova
    Main Class
    Monk Lv 80
    Quote Originally Posted by Sonya_Nillefrant View Post
    I appreciate the ACTUAL insightful response. My main goal is to get my idea out in the open.

    Completly ignoring the obviousness that the changes will push monk further over the top before balancing it out. What is your opinion on what i discribe?

    Mainly using the idea that my proposal is to extend the monks rotation, picking up on some lost skills in different ways, and displaying the pc's lore based mastery over the class of monk.

    Your description really steps too much into DRG territory, as far as extending the combo. Where as the addition of abilities to bring back abilities and link them to the chakra "system" is another thing that is a different can of worms.


    MNK has a silly number of layers of "systems" to make it work the way it is. MNK needs an overhaul, not because its weak, but because every time they add things they seem to ignore the basics of MNK and the number of situational/"useless" skills which was supposed to be something they were working to fix since 4.0. And the MNK community overall knows that MNK is still 2.0 MNK with maybe 1 really "new and necessary skill" every expansion.
    (2)
    If you say so.

  8. #28
    Player
    Sonya_Nillefrant's Avatar
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    Sep 2019
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    Character
    Sonya Nillefrant
    World
    Adamantoise
    Main Class
    Monk Lv 80
    Quote Originally Posted by Mahrze View Post
    Your description really steps too much into DRG territory, as far as extending the combo. Where as the addition of abilities to bring back abilities and link them to the chakra "system" is another thing that is a different can of worms.


    MNK has a silly number of layers of "systems" to make it work the way it is. MNK needs an overhaul, not because its weak, but because every time they add things they seem to ignore the basics of MNK and the number of situational/"useless" skills which was supposed to be something they were working to fix since 4.0. And the MNK community overall knows that MNK is still 2.0 MNK with maybe 1 really "new and necessary skill" every expansion.
    Well, honestly. The combo only extends by one skill per cycle. If you followed it it would be opo opo skill, raptor skill, couril skill, then <dragon> skill.

    All the teirs of skills have 2 variants. 1 for damage and 1 for some kind of buff or debuff(dot included). Which is why i extend the same idea to the <dragon> form tier aswell.

    1 to buff u for crit chance increase and 1 to cause more damage. Both to cause a dark chakra at 100%chance if they crit, as to not fall too far behind regular chakra because of the diff ways to generate regular chakra.

    The chakra abilities are just there to follow the same template of the normal chakra. And logically, the monk is about balance in all things...so it would make sense for it to be able to harness equilibrium and hit you with a combination of the 2 chakras.
    (0)
    Last edited by Sonya_Nillefrant; 09-07-2019 at 03:08 AM.

  9. #29
    Player
    Katie_Kitty's Avatar
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    Character
    Princess Whiskers
    World
    Exodus
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Chzimiko View Post
    They should nerf mnk,drg and blm. Its way easier to decrease potency of 3 jobs rather than buff the rest of them. Makes more sense, but SE dosent like nerfing so instead we'll ahve this inbalanced meta until 5.1.
    I don't even want to imagine what pugging savage would be like if they nerf the top 3, imagine all the grey monks blms and drgs that were barely doing 11k now doing 10k yikes. It's bad enough having to carry the greys now imagine if they were literally as much of a dead weight as a grey brd or rdm.
    (1)

  10. #30
    Player
    Sonya_Nillefrant's Avatar
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    Character
    Sonya Nillefrant
    World
    Adamantoise
    Main Class
    Monk Lv 80
    Quote Originally Posted by Sonya_Nillefrant View Post
    Well, honestly. The combo only extends by one skill per cycle. If you followed it it would be opo opo skill, raptor skill, couril skill, then <dragon> skill.

    All the teirs of skills have 2 variants. 1 for damage and 1 for some kind of buff or debuff(dot included). Which is why i extend the same idea to the <dragon> form tier aswell.

    1 to buff u for crit chance increase and 1 to cause more damage. Both to cause a dark chakra at 100%chance if they crit, as to not fall too far behind regular chakra because of the diff ways to generate regular chakra.

    The chakra abilities are just there to follow the same template of the normal chakra. And logically, the monk is about balance in all things...so it would make sense for it to be able to harness equilibrium and hit you with a combination of the 2 chakras.
    The idea isnt to buff the monk (though that will happen in the beginning, which can be reigned in by minor nerfs till it balances out)

    The idea is to evolve the monk. Its still using the same rotation from 2.0 like u stated.basically. it works. Nothing to contest that fact. So why not expand on it with the same idea of what makes the monk work.

    A long rotation that never stops, focusing on the chaining of gcd skills of medium damage with the weaving of ogcd in between for small spikes of damage.

    What makes the monk show high damage is its constant damage. Not extreme spikes followed by low troughs.

    I feel like the change to dragon kick is the culprit to why monk gets the hate it does on the dps chart. Cause it causes more spikes in dps instead of its previous constant.
    (0)

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