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  1. #1
    Player
    gintokiygo's Avatar
    Join Date
    Apr 2015
    Location
    Florida
    Posts
    58
    Character
    Gattsu Basaka
    World
    Adamantoise
    Main Class
    Samurai Lv 80

    Monk Adjustment Feedback 5.1

    With the change to Anatman coming in 5.1 Monk is becoming even more clunky then it has been previously. Anatman now requires both the Enmity tick and Server tick to be used successfully in the opener requiring silly pre-pull shenanigans.

    This isn't the only issue that Monk faces, it's rotation is stale and it's toolkit is filled with redundant skills that just put bandaids over them. Six Sided Star and Tornado Kick are essentially the same skill but with different end results they both the same issue as Shoha prior to 5.1 (downtime skill) with little use throughout a fight, and for some reason the Development Team isn't doing anything with either of them.

    The purpose of this post is to receive Monk feedback in an effort to get the Development Team to see the concerns of the Monk community.

    I know there are a few other issues that Monk has but I'm not fully aware of what they are as I am but a simple Samurai main upset with how the Development Team has treated Monk expansion to expansion.
    (2)

  2. #2
    Player
    ZyrinMisharuji's Avatar
    Join Date
    Sep 2017
    Posts
    61
    Character
    Kenpachi Zyrin
    World
    Excalibur
    Main Class
    Monk Lv 80
    I mean, in my opinion, they just need to rework 2 skills currently and MNK would feel pretty solid throughout 5.X.

    Firstly, Anatman needs to just become an oGCD (maybe with charges) that grant a stack of GL upon use. It would eliminate the clunkiness of the opener and no one would need 3rd party software to optimize it.

    Secondly, Tornado Kick NEEDS to be reworked to function like Foul/Xenoglossy on BLM, at least in my opinion. In Stormblood being able to use 2 TKs roughly every 30 seconds felt amazing and almost every MNK loved it. Square felt it was too much and killed it and made TK less viable with the GL management skills we now have. So, by doing this suggested change MNKs could get actual use out of our highest potency move (and it's a reward for maintaining GL). Additionally, for newer MNKs, as they level and get to 60 they'll only have Form Shift for GL upkeep but then as they progress they'll get more and more skills so that they never lose GL and therefore never lose uses of TK. Makes sense, linear progression and all. Furthermore, this would add value to Anatman as we wouldn't need to use it to regain stacks since we shouldn't ever be losing stacks, and in this way Anatman and Form Shift no longer blend their jobs together so each skill will feel unique and serve a specific purpose.
    (1)

  3. #3
    Player
    inhaledcorn's Avatar
    Join Date
    Dec 2015
    Location
    Limsa
    Posts
    396
    Character
    Elliot Cloverfield
    World
    Adamantoise
    Main Class
    Sage Lv 100
    Quote Originally Posted by ZyrinMisharuji View Post
    I mean, in my opinion, they just need to rework 2 skills currently and MNK would feel pretty solid throughout 5.X.

    Firstly, Anatman needs to just become an oGCD (maybe with charges) that grant a stack of GL upon use. It would eliminate the clunkiness of the opener and no one would need 3rd party software to optimize it.

    Secondly, Tornado Kick NEEDS to be reworked to function like Foul/Xenoglossy on BLM, at least in my opinion. In Stormblood being able to use 2 TKs roughly every 30 seconds felt amazing and almost every MNK loved it. Square felt it was too much and killed it and made TK less viable with the GL management skills we now have. So, by doing this suggested change MNKs could get actual use out of our highest potency move (and it's a reward for maintaining GL). Additionally, for newer MNKs, as they level and get to 60 they'll only have Form Shift for GL upkeep but then as they progress they'll get more and more skills so that they never lose GL and therefore never lose uses of TK. Makes sense, linear progression and all. Furthermore, this would add value to Anatman as we wouldn't need to use it to regain stacks since we shouldn't ever be losing stacks, and in this way Anatman and Form Shift no longer blend their jobs together so each skill will feel unique and serve a specific purpose.
    I do like the idea of letting TK being more like Foul: Have your GL upkeep for a while, then get to use a super-powerful attack.

    I think Antaman should build Chakra while also freezing GL, but that's just basically combining two different buttons into one. Whether or not that's what MNK needs is up for debate, though. I do like your idea for Six-Sided Star. I would also like to see a disengage for MNK because it doesn't have any ranged attacks, so having higher movements/uptime should make up for it.
    (0)

  4. #4
    Player
    Kaiserdrache's Avatar
    Join Date
    Aug 2018
    Posts
    305
    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80
    Monk needs a rework in the sense how Machinist received one.

    The whole skill design is out of touch with the job's lore to begin with.

    First off should Monks have 7 Chakras, not 5 with their skills being properly balanced around this fact.
    Secondly should get their weapon combos skills reworked into three different chain combos, using the pvp system for that to reduce 9 skills to just 3, so that the 6 freed up slots can be used to make the Monk more interesting in the aspects of combat support, more than just only mantra n' brotherhood.

    They should be made also together with Ninja the most mobile and fastest attacking Jobs in regard of Auto Attacks by having skills to significantly increase temporarely their attack speed or instant recharge specific attack skills to deal more Burst Damage in short time, if having done some right preparations before

    The monk gameplay in FF14 should be more like being Son Goku of Dragonball Z, crushing foes with your supernatural strength, tearing them apart into 1000 pieces, smashing enemies into other enemies like a bowling ball into pins to cause collision damage, instead of this permanent silly circling around position dancing, which is already the dragoon's gameplay and fits to it also alot better, because the Job has more range and is currently more mobile, than the monk is and has more Defense, so it can stay longer close ranged as well.

    Grammar Correction to this point, written first on IPhone with dumb Auto Correction on xD
    ---------

    The monk just feels not right, its missing its potentials to feel being well designed with skills that just feel not being pointless or in combat counterproductive to use to to jou losing dps, just for a laughable inferior burst skill, which only feels good, if you are lucky to direcly hit critically with it to have a chance at dealing like 50-60k damage blows with a TK, whle for example a Machinist needs just to press only 2 buttons to get this and can do it from range outside of any danger, while monks have to encircle their targets like idiots permanently in closest rang, just to be able to deal their best possible damage, even if that means for them taking the risk of face tanking a lethal Aoe Attack, just to get that best burst attack out when yo have just your chance to do it, hoping than no disturbing enemy attack comes, when you decide to go all out with a optimal positioned TK, whil BH is on, dps stance on, fire enigma on ect to get the most out of your GL sacrifice n dps loss, until its maxed again.

    Instead of using GL should cost TK just Chakra 1 to seven and based on how much Chakra you have at your disposal, should gain TK more potency.
    Base Potency 300, every Chakra used for TK increases TK by 100 Potency, so at 7 Chakra should hit TK with 1000 Potency, making it worth it to wait on getting max Chakra, before doing burst damage with your nost powerful kick attack Monks have that shout send hit targets flying doing collision damage to targets in line of sight letting you feel being really powerful in a way only monks can feel like.

    That second new max chakra skill we got that kind of looks like a Mini-Kamehame Ha definetely needs more range, like kind of double its range and monks should get a trait that reduces the chakra skill costs from 5 to 2, so that these skills can get used for a burst phase multiple times, before running out of chakra, so max 3 times to more times with brotherhood active gaining chakra with the help of others for a longer lasting chakra burst phase for you.


    Skills to look at:

    Arm of the Destroyer > Should slow hit targets to make this skill useful and competitive again.

    Rockbreaker > should evolver under max chakra to Groundbreaker, dealing guaranteed critical damage with bleeding dot to 5 targets.

    Demolish > should evolve to Devastation under max Chakra for a stronger and faster DoT effect

    Fist of Stances > Should get Fist of Water Style added for a gentle fist style that attacks enemy chakra points to weaken and interrupt them.

    Tackles > should gain back their elemental stance based effects

    Mantra > should get merged with the old Purification kind of but instead make temporealy immune to all but negative effects, except combat design coded ones, and merge it with the skilk that makes u immune to pulls, pushes that is currently a role skill - role skills should get merged for all jobs into thei individul skills - theres no reason for it why something obsolete like role skills should exist, when their effects could be all part of an individual skill of the jobs.

    Howling Fist should get reimplemented as an chakra basecd upgrade of Snap Punch to hit all targets in line of sight.

    Formshift/Perfect Balance > just remove formshift, replace it with a skill that increases your attack speed drastically and change Perfect Balance to a charge skill with 2 changes, no need anymore for Formshift then

    Dragon Kick > should get based on stance a different effect to makes its use more versatile and interesting as opener or as combo bridge skill between chain combos

    Meditation > should get a trait that makes it do more than only charging chakra, like gaing bach some health and losing conditions, cleansing your mind and body when you meditate, makes sense, with the heals becoming with more chakra slightly stronger.

    Elixier Field > for the love of god, rename this skill xD so totally unfitting, unless it would be an aoe heal skill, but its a dps skill dealing aoe damage, for more front combat support it would be even very good if monks would have 1 aoe heal to heal themself and othee close range buddies , call it then Energy Share and change its animation to look less stupid attacking the ground under your feet >_>

    Riddle of Skills > add the missing Riddle of Wind and Water Skills for that would be space there when the 9 weapon skills get merged to 3 pvp like chain combos.

    Anatnan and 4th GL, change 4th GL to be 4th GLand stopping the GL timer for all stances and Anatnan is just the activator mode, using Anatnan as a Mode Skill should come then with pros n cons, so that players also will want to deactivate it

    Pro: Grants all Stances a 4th GL and no GL timer so it can't run out with later skills added that requre 4 GL to use on the way to Lvl 90 in the future for 6.0

    Con: Activating Anatnan should decrease your defense significantly and conditions on you can't be cleansed while its on, turning you more into a glass cannon that dies quicker in this mode for its increased dps gain.


    Six Sided Star > should be a more powerful version of TK (up to 1500 potency) that should only be useable if you landed a full sequence of all 3 chain combos and a TK without being hit bey AoEs in between, with the positive side effect of recharging all your skills by a certain amout of seconds helping them to recharge faster so that skills like brotherhood, mantra n the riddles can be reused quicker under a perfect skill sequence without being hit by something that wasn't directly targeted at you. If you get hit by AoE, begin from new with the first Chain Combo to build up the perfect momentum for Six Side Star as ultimate Chain Combo Finishing Move. ( Giving you the Xell Dincht vibes when perfoming his chain combot limit finishing it with an ultimate move at the end, or like the same feeling with Tifa, when you do a perfect combo to crush your victim at the end with an almighty Premium Heart into the ground letting it see the radishs from below the ground xD )
    (0)
    Last edited by Kaiserdrache; 10-29-2019 at 03:36 AM.

  5. #5
    Player
    Rika007's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    368
    Character
    Rika Lockhart
    World
    Coeurl
    Main Class
    Bard Lv 100
    I just want a 100 fist attack, a disengage tool, and a ki blast ranged attack for spam when you have forced moments away from the boss... is that so much to ask for?
    (0)

  6. #6
    Player
    SpeckledBurd's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    708
    Character
    K'ahli K'uhla'tor
    World
    Balmung
    Main Class
    Monk Lv 100
    The 5.1 Changes are relatively minor in the grand scheme of things but you're seeing Monk players (myself included) being pretty annoyed at them for a couple of reasons. First of which is I think the changes in 5.05, while undeniably good changes, were also a stop gap measure against a player population that's basically gotten the short end of the stick in terms of additions and changes for two expansions. They're also the sort of changes that should have been a part of the foundation for Monks Shadowbringers iteration and there's many things that the Monk player base flat out doesn't like about the job that the devs haven't changed such as Brotherhood being Physical Comp Dependent, or Deep Meditation/Brotherhood's Heavy RNG Pseudo-Bard aspects being inappropriate for a job that's supposed to be about being set in a smooth rhythm.

    Anatman as a skill is conceptually terrible and it shouldn't have been implemented in the first place. Monk already had enough Greased Lightning Upkeep Skills as it was in Stormblood and we didn't need a new one, what we needed was for the ones we had to not have stupid activation requirements. Anatman was one of those, and the fact that it's purpose of "Keeping your stacks during downphases" was immediately invalidated by bringing Monks GL upkeep to the level of other jobs buff upkeep says a lot about how bad it is. Frankly the change is removing the only purpose the skill had left beyond extreme edgecases, and that's why people are upset about the change. The Anatman opener feels terrible, but having another borderline worthless skill on a job with the kit that has the most worthless skills Two Expansions after they said they were going to fix or remove the worthless skills is an infuriating prospect, especially when it's one of the new skills for the expansion.

    Mantra's nerf is just a kick in the teeth. This is the first time in the history of the game Mantra has been good for something other than Akh Morn or Akh Morn with a different name, and it gets nerfed. Even if Mantra was slightly too strong, it sucks.

    The long and the short is that devs completely missed the mark on Shadowbringers Monk after completely missing the mark with Stormblood Monk and the short euphoria of us thinking they actually give a care after 5.05 has worn off. It feels like our complaints and feedback is always getting ignored in favor of other jobs, then we get told wait for the expansion and nothing changes. I mean, Shoha's getting fixed after Samurai's complained that it was too situational for one patch. Monks have been complaining about our capstone skill from Heavensward being useless for almost five years now and the only changes they've made with regard to it was making it pointless to use after they accidentally let us use it.
    (4)
    Last edited by SpeckledBurd; 10-29-2019 at 04:05 AM.

  7. #7
    Player
    Rika007's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    368
    Character
    Rika Lockhart
    World
    Coeurl
    Main Class
    Bard Lv 100
    Quote Originally Posted by SpeckledBurd View Post
    Mantra's nerf is just a kick in the teeth. This is the first time in the history of the game Mantra has been good for something other than Akh Morn or Akh Morn with a different name, and it gets nerfed. Even if Mantra was slightly too strong, it sucks.
    I feel like you have us Bard mains to thank for that. There was a lot of outcry on our side of why does Nature's Minne, an ability with the same effects in every way to Mantra, have the same cooldown when Mantra can hit a whole party and Minne can only be used on one person. After Minne got it's cooldown doubled from Stormblood on top of all the other utility we lost or got forced to share with out role, Bard's zeroed in on it being one of the skills that seemed very weak, and used the comparison to Mantra as the primary argument for it.

    But then again we didn't argue to nerf Mantra (most of us anyway). Most of us instead wanted Minne's cooldown to be cut down to 30 or 45 seconds to reflect it's more single target use.
    (1)

  8. #8
    Player
    Kaiserdrache's Avatar
    Join Date
    Aug 2018
    Posts
    305
    Character
    Merridyll Cailleach
    World
    Shiva
    Main Class
    Bard Lv 80
    The whole effect sharing nonsense of the ranged classes is anyway some garbage of that SE should get rid off ASAP
    What where they thinking with Troubador, Tacticion and Shield Samba being all exactly the same, not stacking their effects, but just overiding each other.
    These 3 skills should have all different effects

    Shield Samba > 10% Physical Defense Increase
    Troubador > 10% Magical Defense Increase
    Tactician > Recharges Skills of everyone by 10s

    Something like that would make more sense just as example, when talking about shared/same skill effects among the jobs.
    (0)

  9. #9
    Player
    Satarn's Avatar
    Join Date
    Jul 2016
    Posts
    522
    Character
    K'rheya Tia
    World
    Odin
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Rika007 View Post
    I feel like you have us Bard mains to thank for that. There was a lot of outcry on our side of why does Nature's Minne, an ability with the same effects in every way to Mantra, have the same cooldown when Mantra can hit a whole party and Minne can only be used on one person. After Minne got it's cooldown doubled from Stormblood on top of all the other utility we lost or got forced to share with out role, Bard's zeroed in on it being one of the skills that seemed very weak, and used the comparison to Mantra as the primary argument for it.

    But then again we didn't argue to nerf Mantra (most of us anyway). Most of us instead wanted Minne's cooldown to be cut down to 30 or 45 seconds to reflect it's more single target use.
    It wasn't bards, it was just either Mantra or a DPS nerf. MNK has the highest rDPS of all melee, while being the only one with a utility skill since NIN's utility got completely cut in SHB and DRG/SAM had none to begin with. The other jobs might be brought up to MNK's rDPS with all those changes, but Mantra remains an exclusive perk, especially going into ultimate prog.

    Quote Originally Posted by Kaiserdrache View Post
    The whole effect sharing nonsense of the ranged classes is anyway some garbage of that SE should get rid off ASAP
    What where they thinking with Troubador, Tacticion and Shield Samba being all exactly the same, not stacking their effects, but just overiding each other.
    These 3 skills should have all different effects

    Shield Samba > 10% Physical Defense Increase
    Troubador > 10% Magical Defense Increase
    Tactician > Recharges Skills of everyone by 10s

    Something like that would make more sense just as example, when talking about shared/same skill effects among the jobs.
    Physical only Shield Samba would be near utterly worthless due to great majority of raid damage being magical. Feint already has very little use in content.
    Tactician affecting people's cds would be horribly annoying as that would affect how everything lines up, especially if MCH wasn't consistent with its use. There's a reason Spear's original cd reduction effect has been replaced with crit rate in SB(before the cards were completely reworked in SHB).

    While I agree that ranged dps mitigation is pretty lame, these suggestions are nonsensical. SB Troubadour and Dismantle would be much better with their unique advantages.
    (1)
    Last edited by Satarn; 10-29-2019 at 04:15 AM.

  10. #10
    Player
    wereotter's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    2,104
    Character
    Antony Gabbiani
    World
    Faerie
    Main Class
    Viper Lv 100
    Quote Originally Posted by SpeckledBurd View Post
    Anatman as a skill is conceptually terrible and it shouldn't have been implemented in the first place. Monk already had enough Greased Lightning Upkeep Skills as it was in Stormblood and we didn't need a new one, what we needed was for the ones we had to not have stupid activation requirements. Anatman was one of those, and the fact that it's purpose of "Keeping your stacks during downphases" was immediately invalidated by bringing Monks GL upkeep to the level of other jobs buff upkeep says a lot about how bad it is. Frankly the change is removing the only purpose the skill had left beyond extreme edgecases, and that's why people are upset about the change. The Anatman opener feels terrible, but having another borderline worthless skill on a job with the kit that has the most worthless skills Two Expansions after they said they were going to fix or remove the worthless skills is an infuriating prospect, especially when it's one of the new skills for the expansion.
    I didn't hate Anatman at the launch of 5.0, but I can recall things such as Doom Train savage where unless you had your GCD line up perfectly, you'd drop GL before you could take the AOE damage and trigger RoE. To me, it felt like a strictly better version of the Stormblood skill since it not only maintained GL, but also built it up during jump phases.... then the patch to Form Shift happened, and it's fair to say that every other skill, except maybe Six Sided Star for temporary disengagement (I feel like that skill should have a jump back as part of it) became redundant.

    Monk is still the king of redundant and unuseful skills, even after all the pruning, and is due for a reworking. Hopefully 6.0 offers something bigger for monks now that they developers have been unchained from just skills that are there to help maintain Greased Lightning.
    (1)

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