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  1. #1
    Player
    Lagomorph's Avatar
    Join Date
    Aug 2014
    Posts
    116
    Character
    Cruise Chaser
    World
    Balmung
    Main Class
    Scholar Lv 32

    The current monk was the result of a series of bad decisions, and 5.1 made it worse

    Before I start talking about how shadowbringers monk is a horribly designed class, I feel like I should mention some of the positive things that were done well about the class. This latest expansion brought a few noteworthy things that are great for monk. Our new AoE rotation is great, especially with the 5.1 changes to rock breaker. Form shift changes made running dungeons on monk far more tolerable. Having 2 charges on shoulder tackle makes the class a lot easier to use in certain situations. Finally, and contrary to what a lot of people say, six sided star and tornado kick are both great tools to have on a melee dps even though their uses are pretty niche. Now, after getting that out of the way, I'll start talking about why the balance team did a terrible job designing the current iteration of monk.

    Needless deletion of old skills
    Steel peak, howling fist, and internal release (among many other skills) are gone. I do not know any monks who ever complained about having these skills. They made the class feel more engaging, and made our burst windows stronger and more consistent. I don't think that these are necessarily the cause of the current problem with monk, but I felt it worth mentioning because I disagree with this design choice.

    Greased Lightning 3 vs Greased Lightning 4
    With the new fist of fire changes, monk actually does more damage under the effects of greased lightning 3 and fist of fire compared to greased lightning 4. The reason for this is how buffs stack in this game. Greased lightning gives us 10% damage per stack, and they stack up additively. So under the effects of greased lightning 4, we get 40% extra damage. Now if we have greased lightning 3 and fist of fire, that is both a 30% boost in damage and a 10% boost in damage from each buff respectively. These stack multiplicatively, so this ends up being 43% extra damage. Essentially, we are giving up 3% damage to gain 5% speed. While this usually is a worthwhile trade, especially because it allows monks to get an extra gcd into each buff window, there are times where it is actually worthwhile to go back into greased lightning 3 if you are certain that the 5% speed will not get you another GCD before a boss dies or becomes untargetable. I don't know if this was intended or not, but monks having to make this decision (which for mostly guesswork a lot of cases) is pretty ridiculous.

    Perfect Balance and Anatman
    Perfect balance is now a damage cooldown. More on this later. The result of this is anatman being used to gain greased lightning stacks in our opener. Monks now use a pretty horrid server-tick dependent opener that became the standard. Little did monks know that this would get even worse later down the line.

    Riddle of fire rebalancing
    From savage release to 5.1 monk was one of the most played classes in savage. I can say with near certainty that this was not because people liked the class; it was because the class was optimal to bring. Monks were near the top of the dps charts in terms of raw damage, and they also brought utility in the form of brotherhood and mantra. Why were monks so strong though? Because when savage was released, riddle of fire got a rework. I would argue that monk was in a very good position before patch 5.08. In 5.08, however, the balance team decided to rework riddle of fire by reducing the buff from 30% to 25% while also removing the 15% slow it had on monk gcds. This made the buff far more powerful that it should have been, and resulted in the class being borderline overpowered. I'm not really sure how this change was permitted to go live.

    Riddle of Earth
    I both love and hate this skill. I love it because of its utility it provides to our kit. I hate it because it tries to do too many things at once and it is extremely clunky to use because it requires you to take damage. There are two key things that we monks achieve with this skill. The first and most common use is negating our positional requirements. This is a great tool to have; it has 50% uptime at best and lets us save our stacks of true north. Unfortunately, we have to take damage for it to active. Secondly, this skill refreshes the duration on our greased lightning. This is necessary to achieve an optimal perfect balance window. More on this later. Again, you need to get hit to activate it. If there is no damage going out during perfect balance, you can't use it for this purpose.

    Leaden fist, the cause of many of the current problems with monk
    Leaden fist is why perfect balance is such a good damage cooldown. We want to alternate dragon kick and bootshine because this is our most potent sequence of gcds to use. Perfect balance lets us do this. This has a multitude of problems with it. Firstly, it discourages us from using perfect balance for its presumed intended purpose - to build up greased lightning stacks in our opener, forcing us to use anatman in our openers. Secondly, if we want to go the entire duration of perfect balance without using a snap punch or demolish, we have to proc riddle of earth to not lose greased lightning. This means that we have to know that we are taking damage at this time and have riddle of earth off cooldown for our perfect balance windows. Lastly, this creates very awkward timings on monk burst windows. We have our riddle of fire on a 90s timer, and our perfect balance on a 120s timer that do not line up well at all. I do not imagine that SE intended for perfect balance to be used as a damage cooldown in the way that it is, but this is what is happening right now. This problem wouldn't even be difficult to fix. All that SE would have to do is take some of the potency off of bootshine and dragon kick and move it to true strike, twin snakes, demolish, or snap punch. This would mean perfect balance is no longer a gain to use outside of our openers.

    Poor distribution of potencies
    Did you know that it's technically optimal to let the twin snakes buff drop? If you have enough skill speed (and most monks do to get all 6 gcds into perfect balance), it's worth using true strike twice for every twin snakes. The reason for this is because true strike's potency (240) is too much higher than twin snake's potency (170). This could VERY easily be fixed if true strike was dropped to 230 potency and twin snakes was raised to 180 potency. I'm hearing that this might have changed in patch 5.1, but I can't confirm this yet. Still though, this shouldn't have been allowed to go live in the first place.

    Patch 5.1 and more anatman problems
    I'll give SE a little bit of credit here. They tried to put an end to the horrid anatman openers that everyone used. Now anatman is on the gcd, and in most cases (other than the pre-pull anatman opener) monks will be losing an entire extra gcd to use anatman compared to before. The problem with this? It didn't work. Using anatman in the opener is still optimal. It just feels even more clunky than it did before. Doing a perfect balance opener feels so much smoother than the anatman opener right now. I just wish it was the optimal opener to do.

    Closing notes
    As of patch 5.1, monk is in a pretty awkward state. The people who play monk because they like the class are few in number because of the problems I outlined above. The people who played monk because it was optimal are leaving too because it doesn't have the edge that it once had over other classes. So what reason is there to play monk right now? The class isn't absurdly powerful anymore, and it doesn't feel very good to play either. I guess class loyalty would be the main reason to play monk? All things considered, monk needs some serious work to restore it to the class that many players, including myself, loved for the years prior to this expansion.
    (13)
    Last edited by Lagomorph; 11-03-2019 at 05:33 AM.

  2. #2
    Player

    Join Date
    Aug 2019
    Location
    Limsa city
    Posts
    337
    Anatman or however it's spelled and leaden fist I hate with a passion. Because of those two moves our rotation has changed to some monster I can't get a grip on. HW monk I feel was the best honestly. The opener was sound and easy to learn and didn't make me use server ticks. It's why I left the class because of those two skills.
    (6)

  3. #3
    Player
    Kitfox's Avatar
    Join Date
    Nov 2011
    Posts
    1,113
    Character
    Lynn Nuvestrahl
    World
    Moogle
    Main Class
    Machinist Lv 90
    This is a good post. I like this. SE, please do something!
    (4)

  4. #4
    Player
    Sora_Oathkeeper's Avatar
    Join Date
    Mar 2014
    Posts
    191
    Character
    Sora Oathkeeper
    World
    Phoenix
    Main Class
    Pugilist Lv 90
    I disagree that Six sided star and Tornado kick are good abilities. If this was Heavensward, I'd agree. Six sided star as a downtime tool competes with the chakra system during short downtime and can either be a gain or a loss depending on how many chakras are left at the end of a fight. Its other intended purpose of extending GL is made completely redundant with the quality of life added to Form Shift. The way it's used is more or less the same as Tornado Kick, just before a very long downtime. Tornado Kick was also decent - in HW. Every job had to manage their gauge in some way. Enochian, BotD and GL were all strict timers and needed optimal performance to get the most out of them. TK was a good addition to negate the loss of GL3 back then, but now its usage is also very small, one to two times per fight: E1S - 3 times (before adds, after adds, boss death). E2S - 1 time (boss death). E3S - 2-3 times (Mael 1 and 2, but these are insanely risky and the changes to anatman butcher this optimization, and on boss death). E4S - 2-3 uses (end of P1, good server tick for anatman on Orogenesis, and boss death).

    considering the devs went out of their way to get rid of execute moves, why the hell does MNK still have to deal with TK as more or less an execute move? Taking away the extreme risky scenarios this raid tier in E3S and E4S you'd see TK once or twice a fight. The developers love to take stuff away from MNK and the stuff we do get is always so niche or given in such a way that it's clunky to deal with - RoE, Tackle mastery, RoF in SB come to mind, and for ShB we have Anatman, which relies on the server tick and was further massacred by being placed on the GCD forcing it to see as many uses now as TK since that's the only time it will ever get used because Form Shift completely overshadows it everywhere else. They should have reworked Anatman to grant all stacks of greased lightning, change the animation slightly to reflect a burst of lightning shooting onto the MNK or something and take it away from the channeling effect. At this point, Anatman freezing forms and GL is redundant due to form shift (might i add as well the fact we have to stand still to gain our GL stacks is also dumbfounded) the only point of Anatman is to gain one stack in the opener and rebuild stacks in really long downtime. 2 of which in this game now are cutscenes so anatman can't be used there :think:

    "But then if Anatman granted full stacks people could use Tornado Kick!!" Yes, and that's why the devs should balance around the whole kit of MNK and actually plan out proper rotations around set intervals instead of forcing us to play the same way we have since ARR. Also, get rid of the whole fist system! the only reason the TK rotation in SB was hated was because of the amount of double weaves needed to get in and out of the fist stances. Without the stances, it would have actually felt very fluid.
    (5)

  5. #5
    Player
    Exiled_Tonberry's Avatar
    Join Date
    Sep 2015
    Posts
    1,660
    Character
    Sharl Llyntine
    World
    Jenova
    Main Class
    White Mage Lv 100
    Agree with every point. Leaden Fist especially is the problem. What they did was dump massive potency into this one skill instead of spreading things out evenly across the board.
    If Leaden fist potency was reduced, we'd be more willing to not use PB as a dps tool and THAT would solve the Anatman opener issue, not sticking Anatman on the GCD which only made everything worse. I can't believe they didn't see this coming, this obviously was a change made by someone who doesn't understand Monk. The level of oversight in this change is massive.
    (4)

  6. #6
    Player
    Rockette's Avatar
    Join Date
    Dec 2017
    Posts
    483
    Character
    Rocket Teira
    World
    Behemoth
    Main Class
    White Mage Lv 90
    I'd post a beating a dead horse meme gif but I don't want to get banned.

    The devs aren't listening. I'm sorry to be so pessimistic but it's true. The bandaid slap QOL changes at the start of Shadowbringers were probably the best we'll get.
    (2)

  7. #7
    Player
    ZyrinMisharuji's Avatar
    Join Date
    Sep 2017
    Posts
    61
    Character
    Kenpachi Zyrin
    World
    Excalibur
    Main Class
    Monk Lv 80
    I can kind of understand why they deleted some of our oGCDs because they felt it'd be too much with GL4 (even though it isn't and I'm sad they're gone, but I can understand the reasoning behind it).

    For the GL3 vs GL4 bit, I just don't know why they wanted to tie GL4 to FoW. It didn't make sense whatsoever. They could've just changed FoW to be a haste buff while FoF retained as the damage buff stance and balanced them in such a way that while under raid buffs you wanna be in FoF and outside of raid buffs be in FoW so they saw equal use without being niche.

    As for the Leaden Fist thing. I do agree that because Leaden Fist exists, PB is more efficient as a dps window instead of a resource gain window, but I don't fault Leaden Fist for it tbh and if you think about it, PB was sort of a damage CD in SB. We used it with RoW to spam TKs as often as possible throughout the fight. That aside, I fault the poor implementation of Anatman for the issues caused. If Anatman was an oGCD (maybe with charges) that just gave a GL stack no one would have an issue with PB being a CD for Leaden Fist spam because Anatman wouldn't be clunky and people wouldn't have to rely on server ticks or 3rd party programs. The idea to give us a skill to generate GL during downtime was a good thought, but the way they chose to implement it is what has led us to where we are today where you have PB vs Anatman opener (comfortable vs optimal).

    For RoE and potency changes, I agree. I like RoE because it gives us mitigation for incoming damage which makes the healers appreciate us even though we're mostly using it to not have to deal with potentially missing positionals for 30 seconds (I personally liked the challenge of having to know exactly how a boss was gonna move and adjust accordingly to not miss any positionals, but I can't deny that RoE is nice). For potency, it would be nice, but at the same time I like that it leaves room for small optimizations like double true. I remember hearing from my group's DNC that back during turn 13 MNKs used to do 2 boots between every DK to try to push DPS as much as possible (which was scary cause the INT down would drop for like 1 second). So I don't mind the potencies being where they are, I think leaving room for optimizations like this is good from a design aspect (especially when SE seems hellbent on dictating how MNKs play the job, and if we play outside of that they nerf/remove things rather than reaching a compromise).
    (1)

  8. #8
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,835
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    It feels like 90% of our concern, both long-term and short-term, has been devoted to Leaden Fist. Much like Warrior and Inner Release, it feels like there's just too little else going on, and whatever effort there is to spend elsewhere is disproportionately scarce of reward.

    I like that PB can be used as a DPS CD; I just think it's that bit too much. I like that Dragon Kick is still useful; I just think it's quite a bit too much.

    I'd honestly almost rather Dragon-Boot was merely dps-nuetral against Bootshine spam outside of damage windows, but those damage windows were more frequent, giving us more positional freedom but only within aware play, with other functions and features stepping into the spotlight instead.

    I'd also like to see stances get some actual choice and oomph. Each should have some way of increasing damage over the others situationally or macrorotationally. Wind, for instance, should generate further Attack Speed so it can be traded against Fire when there are few or no oGCDs to spent. In balance, limit their swaps so we're not constantly changing per BS/Demolish, such as via charges (with refreshes on certain further procs), and give a further effect upon activation. If we want to make to allow for some real macrorotational fun around them, we can have a more granular charge-up rather than just straight charges, such that a fully charged Fists of Earth swap could generate up to an extra 30% eHP (consumed with damage thus absorbed), a fully charged Fists of Fire might instantly grant full Chakra, and a fully charged Fists of Wind might copy your attacks at reduced damage for your next few GCDs. Or, have swaps take a chunk out of those effects so it's not worth swapping constantly, but there are no technical lock-outs to swapping?

    Meanwhile, why limit effects like Reply of Earth to a cooldown instead of something worth swapping around? What if instead Reply of Earth instead had variable duration based on damage absorbed, stackable up to 30 seconds rather than merely overriding, but was attached instead to Fists of Earth, so we could freely weave it in before any damage taken to benefit from its guaranteed positionals? Heck, if you want to make Fists of Earth truly interesting, have the damage absorbed grant increased base potency, not stackable with the positional bonus. Not only would it allow you to ignore positionals on all but Bootshine, but could actually outcompete Fists of Fire or Fists of Wind briefly after absorbing heavy raid damage, especially on/via Bootshine.

    And while we're at it, why not an actually decent take on the elemental tackles to give us more to weave our macrorotation around?

    Whatever it may be, let it just give us some more choice and nuance to play around rather than just Leaden Fist and a ton of redundant scrap left over from its collision with the toolkit.
    (0)

  9. 11-03-2019 02:43 PM

  10. #9
    Player
    Sora_Oathkeeper's Avatar
    Join Date
    Mar 2014
    Posts
    191
    Character
    Sora Oathkeeper
    World
    Phoenix
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Lagomorph View Post
    snipped
    I can see where you're coming from. The skills you mentioned are not doing damage though. How do you think SAM would feel if its capstone ability was barely used - oh wait...

    Hallowed being used once or twice a fight is nice though it serves its purpose as a capstone ability enabling invincibility. It's OP in every sense. I think i'm partly salty that SAMs cried about Shoha being niche and it was changed by 1 patch cycle. MNKs have been asking for TK to be more useful since its inception and new tools have further devalued TK as an option. Considering the evolution other jobs have had since ARR until now we are the only job that hasn't had a change in its base rotation (excluding the happy accident from 4.2+).

    If stardiver could only be used once or twice a fight and resulted in a dps loss unless the boss were to jump do you think DRGs would be happy about their capstone ability? The point is MNK always gets the niche skills damaging or utility wise. Others may get niche utility but generally their damaging skills are used rotationally. Also regarding Tornado Kick, using it on the GCD the boss jumps will usually end in the damage not registering because the damage is tied to animation. This resulted in TK > 6SS being more optimal to ensure TKs damage went out. With the changes to anatman this now forces a 4.89s wait (at BiS) before we can even channel anatman again. Essentially forcing up to 7.89s wait until to get a GL stack. Prior to the change we were guaranteed a stack in the recast of 6SS. People have asked for TK to deal it's damage upfront instead of waiting for the animation to play out for 4 years. But once again, just another problem never addressed.
    (3)

  11. #10
    Player
    ZyrinMisharuji's Avatar
    Join Date
    Sep 2017
    Posts
    61
    Character
    Kenpachi Zyrin
    World
    Excalibur
    Main Class
    Monk Lv 80
    I don't think the argument was TK is bad because it doesn't see very much use. I think the argument was TK is bad because it clashes with out kit, especially now that we have a plethora of ways to maintain GL no matter how long downtime is (except in cutscenes). Trying to compare TK to something like Hallowed Ground is just ??? Hallowed gets used once or twice but it completely renders the PLD impervious to damage for 10 seconds which then allows your healers 10 seconds of more DPS cause they don't need to worry about the tank dying. What does TK do in comparison? A bit of burst damage, but nothing special. It's our capstone skill of HW it should be a good skill that actually does something for us aside from just a bit of extra DPS as long as we can regain GL before the boss gets back.

    I will say that SSS is good in theory. It's a bursty damage skill that refreshes GL. Neat, we can go into downtime rebuilding chakra instead of trying to refresh our GL (with one of our skills that clash with each other and do the same job), but it was poorly implemented imo and was made worse by the Form Shift QoL and is now even worse because of Anatman being on the GCD because we can't do SSS > TK > Anatman as smoothly (or TK > SSS > Anatman depending on time before transition) so trying to do TK for Maelstrom on Leviathan is pretty much suicide now unless you get a godly tick on Anatman and maybe even have a healer rescue you when before you had a fair amount of breathing room. It's kinda just proof that SE didn't put thought into balancing MNK's kit and just threw stuff at it and hoped we'd be fine with it.

    For TK, I personally think it should be on like a 60 second CD with its current potency and when used should grant us some sort of buff for a short duration. Maybe like a crit buff for 10 seconds or so? Maybe the next 3 GCDs guarantee a chakra to be opened? Just something that makes it more interactive and synergistic with our kit.
    (3)
    Last edited by ZyrinMisharuji; 11-04-2019 at 06:29 PM.

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