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  1. #1
    Player
    Kolsykol's Avatar
    Join Date
    Jul 2015
    Posts
    3,024
    Character
    Aelona Chillwind
    World
    Lich
    Main Class
    Ninja Lv 100
    People keep saying '' bring Touch of Death back! '' but was it really that fun of an ability?
    If they bring it back then I honestly hope that they make it an OGCD execute ability, it'd make more sense thematically too.
    (0)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Kolsykol View Post
    People keep saying '' bring Touch of Death back! '' but was it really that fun of an ability?
    If they bring it back then I honestly hope that they make it an OGCD execute ability, it'd make more sense thematically too.
    In itself, no. But its mere existance allowed a great deal of other fun stuff, such as rotational variance, positional forgiveness that rewarded foresight rather than being devolved to simply hitting an oGCD, and some hefty 2-3 target bonus damage.
    (5)

  3. #3
    Player
    Kolsykol's Avatar
    Join Date
    Jul 2015
    Posts
    3,024
    Character
    Aelona Chillwind
    World
    Lich
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Shurrikhan View Post
    In itself, no. But its mere existance allowed a great deal of other fun stuff, such as rotational variance, positional forgiveness that rewarded foresight rather than being devolved to simply hitting an oGCD, and some hefty 2-3 target bonus damage.
    I can see the multi-targeting, but I just think of it as another dot with a pretty boring animation to keep up.
    A less cool Demolish basically.

    It's just so low on my list of what's wrong with Monk xD, actually it's not even on the list.
    (2)

  4. #4
    Player
    VentVanitas's Avatar
    Join Date
    Feb 2020
    Posts
    676
    Character
    Seiko Hanamura
    World
    Kujata
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Kolsykol View Post
    I can see the multi-targeting, but I just think of it as another dot with a pretty boring animation to keep up.
    A less cool Demolish basically.

    It's just so low on my list of what's wrong with Monk xD, actually it's not even on the list.
    I miss Touch of Death too but I'd rather something new (especially since Monk is in desperate need of a visual overhaul), but I only want it back because at this point I'll take anything to break up the monotony that is ShB MNK's rotation, and ToD hypothetically would be a good fit for that since it was an independent GCD- and one that required some thought put into its use. The role that I thought Six Sided Star would fulfil upon seeing it in the trailer. Though I'm sure everyone knows how well that turned out...

    I know we're way too far into the expansion for a rework to happen, but I'm just hoping 5.3 will throw us a bone at the very least.
    (1)

  5. #5
    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
    Quote Originally Posted by Kolsykol View Post
    People keep saying '' bring Touch of Death back! '' but was it really that fun of an ability?
    If they bring it back then I honestly hope that they make it an OGCD execute ability, it'd make more sense thematically too.
    IMO it was a job feel thing. The other jobs were very rigid in how they had to approach using their uncombo'd DoT, Monk being able to use it freely really bolstered the feeling of its combos being non-linear, which in turn made it feel martial artist-y. That was on top of some of the additional rotational utility it had that Shurrikhan mentioned.
    Quote Originally Posted by Shurrikhan View Post
    In itself, no. But its mere existance allowed a great deal of other fun stuff, such as rotational variance, positional forgiveness that rewarded foresight rather than being devolved to simply hitting an oGCD, and some hefty 2-3 target bonus damage.
    Also Fracture which had that same utility and a slightly shorter DoT so you could use it more frequently without clipping.

    Plus between those two actions you had more freedom to deal with variable skill speeds or getting thrown an arrow.

    Edit: also, hilariously, when we had it Fracture was like our second or third strongest GCD, so getting that out and critting it during a buff window was super satisfying.
    Quote Originally Posted by VentVanitas View Post
    I miss Touch of Death too but I'd rather something new (especially since Monk is in desperate need of a visual overhaul), but I only want it back because at this point I'll take anything to break up the monotony that is ShB MNK's rotation, and ToD hypothetically would be a good fit for that since it was an independent GCD- and one that required some thought put into its use. The role that I thought Six Sided Star would fulfil upon seeing it in the trailer. Though I'm sure everyone knows how well that turned out...

    I know we're way too far into the expansion for a rework to happen, but I'm just hoping 5.3 will throw us a bone at the very least.
    We don't even need it to be a DoT, a new skill in our rotation could just be a weaponskill that takes a GCD to use but with a 30 second (ish) recast like Sonic Break or Shadow Fang but pure damage, or have some other means of granting it(Execute True Strike x number of times, Upkeep GL for 30 seconds, refresh GL X number of times)

    There's no way to know what they'll do in 5.3 at this point but I agree reworks at this stage are unlikely. I wouldn't hold out hope for it but it'd be awful to have to hear "We know you're unhappy but we won't be making major changes since we're gearing up for the next expansion, please provide feedback." when we've heard that for two expansions in a row and provided loads of feedback already.
    (4)
    Last edited by SpeckledBurd; 05-17-2020 at 01:06 AM.

  6. #6
    Player
    Shiroe's Avatar
    Join Date
    Apr 2014
    Posts
    871
    Character
    Ohlala Chica
    World
    Zodiark
    Main Class
    Alchemist Lv 100
    imo just slight changes can keep Monk fluid:

    my thoughts

    - tornado kick is now a rear combo after true strike (+ TK combo hit = 50% of opening a chakra, crit too, so can have upto 2 open chakras if lucky)

    - six-sided Star is now a flank after demolish (+ SSS combo hit = 50% of opening a chakra, crit also, so can have upto 2 opems if lucky)

    that way we keep positional busy, but dont need to reapply twin snakes every third cycle (instead only as in the past every 2nd), so disengaging from boss feels less painfull

    sure, we are "rng" dependent, but Rng is more on our side

    ..

    - and replace anatman with a long dot (so we have some variation), like bring back touch of death (+ each tick has a 10-12% chance to open chackra, multi doting becomes even better)

    turn riddlel of earth into a "third eye" thingy, when we get hit with the "third eye" thingy it turns into a ca. 200-300 potency OGCD we can use.. and resets mantra upon using the ogcd (if mantra dont need reseting, than it buffs next mantra)
    (0)

  7. #7
    Player
    Shiroe's Avatar
    Join Date
    Apr 2014
    Posts
    871
    Character
    Ohlala Chica
    World
    Zodiark
    Main Class
    Alchemist Lv 100
    Quote Originally Posted by Shiroe View Post
    imo just slight changes can keep Monk fluid:

    my thoughts

    - tornado kick is now a rear combo after true strike (+ TK combo hit = 50% of opening a chakra, crit too, so can have upto 2 open chakras if lucky)

    - six-sided Star is now a flank after demolish (+ SSS combo hit = 50% of opening a chakra, crit also, so can have upto 2 opems if lucky)

    that way we keep positional busy, but dont need to reapply twin snakes every third cycle (instead only as in the past every 2nd), so disengaging from boss feels less painfull

    sure, we are "rng" dependent, but Rng is more on our side

    ..

    - and replace anatman with a long dot (so we have some variation), like bring back touch of death (+ each tick has a 10-12% chance to open chackra, multi doting becomes even better)

    turn riddlel of earth into a "third eye" thingy, when we get hit with the "third eye" thingy it turns into a ca. 200-300 potency OGCD we can use.. and resets mantra upon using the ogcd (if mantra dont need reseting, than it buffs next mantra)
    this might make Mkn a bit more "simple" again, but keeps it fluid and activ.. and rng rewards feel nice (atm chakra only feels rewarding when poping brorherhood)

    if too much RNg, simplify it or take it out of those ideas

    .. potency changes overall mighty be needed ofc
    (0)

  8. #8
    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 Shiroe View Post
    Snip
    It doesn't matter how high the RNG chance is. It will never feel fun and therefore can never be planned around as it's RNG. And with no overflow of chakras allowed it just forces TFC into this brainless skill where once you have it you use it instantly. You can't hold it for burst for more than one or two GCDs JUST incase you overcap on Chakras. With overflow, maybe, just maybe RNG could somewhat work AS LONG as there was also a guaranteed way to get chakras with a CD or something.

    Your TK and 6SS don't really fix any issues of non form skills to buffer positionals as they them self have a positional. I really feel like MNK has enough positionals as is. We just nees more engaging ways to buffer positional hits, which, RoE somewhat fills but is completely overkill as it's so long and then actively removes the fun of trying for positionals.

    I'm sorry I just really dislike the idea of 4 skills having potential for chakra activation. Which means even more chances to not get chakras too which would be insanely frustrating and would actually take the job into a more convoluted play style than simple. I personally find MNK to be simple already, it has some nuances such as counting GCDs before a boss jumps to 6SS/TK for DPS increases but for the most part the job is feeling very uninspired and unengaging for me personally and I'd prefer more of an evolution in terms of its play style.
    (2)

  9. #9
    Player
    Kolsykol's Avatar
    Join Date
    Jul 2015
    Posts
    3,024
    Character
    Aelona Chillwind
    World
    Lich
    Main Class
    Ninja Lv 100
    Maybe if Anatman went straight to 4 GL charges we could actually use Six-Sided and Tornado Kick?
    You could weave Tornado Kick and other available OGCD's into Six-Sided.

    I kinda feel like Anatman is useless, I mainly just Form Shift to refresh my GL and I don't use the Anatman opener I just use the Perfect Balance opener because I don't like how the other one feels.
    And I don't want to use third party software just to use it properly...
    But even just as a part of the opener it's pretty boring.
    This wouldn't even need a rework really, just changing Anatman to do one big tick for 4 charges and I imagine that'd make both Six-Sided and Tornado Kick actually viable and make Anatman feel less boring and useless.

    Edit: Damn it, I keep forgetting that Anatman is on the GCD now lol.
    Well... Revert that!
    (1)
    Last edited by Kolsykol; 05-18-2020 at 03:16 PM.

  10. #10
    Player
    Ramura_Sono's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    124
    Character
    R'amura Sono
    World
    Adamantoise
    Main Class
    Miner Lv 80
    Just delete this job already.
    (7)

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