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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    I'm preparing two mock-ups, one with all forms' skills permitted in any given GCD (using a softer system of rotational enforcement) and the other with only 4-5 weaponskills shown at a time, each based on its Form. They are still in progress, but here are the suggested QoL changes in common between them.


    Shared QoL Changes
    Universal changes
    • Reapplications of the same (de)buff will now add a portion of the replaced duration to the replacement.
      Technically, it retains the half-power / square root of the former duration if over a second remains, and the exact duration if under a second remains. This is enough to be potentially significant without obliging early reapplications.
    • Now that (with the changes below) no jobs have critical-hit-based procs, Critical Hit has been reverted back to a chance of damage increase only. The critical hit modifier has again been set to 1.5x. However, excess chance will now be converted into additional potency; i.e. a 120% chance of 150% effect will instead acts as a 100% chance of 160% effect. In this way, Critical Hit is not wasted on Bootshine (nor its Drake's Fist and Dragon's Fist variants via Dragon Kick, as mentioned below)

    Greased Lightning made more central but less all-or-naught.
    • Greased Lightning now falls off one stack at a time. With each stack depleted, the next is refreshed to full duration.
    • Greased Lightning now increases Damage, Damage Reduction, Movement Speed, and Attack Speed by 5% per stack. The remaining 5% Damage bonus per stack is now granted via the Greased Lightning trait itself, thus totaling the same result but without requiring the ramp-up. Tornado Kick potency will be revised accordingly.
    • Greased Lightning duration reduced to 12 seconds.
    • Greased Lightning can no longer be maintained via Form Shift.

    Stances QoL-ified
    • Stances can no longer be turned off, only swapped between. Animation uptime costs greatly reduced, allowing them to each be clipped after their first iconic movement.
    • Fists of Earth and Fists of Wind have each been moved to level 20. By level 20, Fists of Wind is activated by default upon changing to Pugilist/Monk. They are consolidated to a single key. Pressing this key will swap between them.
    • At level 40, while Fists of Fire is not added to your hotbar, Fists of Wind and Fists of Earth each act as dynamic keys: toggling either "off" will swap back to Fists of Fire, thus saving a hotbar slot.
    • The internal cooldown shared between Fists of Earth, Wind, and Fire has been reduced from 3 seconds to 1.5 seconds.
    • The animation times of Fists of Earth, Wind, and Fire have reduced slightly and may now be clipped after their first iconic movement (i.e. drawing the arm back for Fists of Fire, the first half-turn for Fists of Wind). Their added visual effects will continue to progress without the physical movements if clipped.

    Stances' benefits now noticeable
    • Fists of Wind now increases the maximum Movement Speed provided by Greased Lightning by 5%, and provides half that maximum regardless of its current level. The remainder is still generated proportionately with each level.
    • Fists of Earth now increases the maximum Damage Reduction provided by Greased Lightning by 5%, and provides half that maximum regardless of its level. The remainder is still generated proportionately with each level.
    • Fists of Fire now increases the maximum Damage bonus provided by Greased Lightning by 5%, and provides half that maximum regardless of its level. The remainder is still generated proportionately with each level.
    • New trait added: Fluid Form - For every 5 seconds spent in any one of Fists of Earth, Wind, or Fire, the effect of the others will be doubled for 1 second, to a maximum of 60 seconds of charge (5 seconds of use). This allows a brief burst of free Sprint or extreme mitigation.

    Tentative/Optional: Stances worth rotating.
    • The following is slightly a-traditional, as stances since ARR have been a matter of sacrificing damage for utility rather than a combination of both utility and rotational advantages as per 1.x. The Greased Lightning Movement Speed and Damage Reduction makes it doable, however, while still mostly fitting a traditional framework, in order to reduce their sense of button-bloat (albeit at some added apm requirement).
    • Fists of Earth, Wind, and Fire cooldowns increased to 10 seconds (scaling with Skill Speed), but they gain a second charge at GL2 and a third charge at GL3. This is to allow for a reasonable number of opportunities to swap between them in combat without allowing their use to excessively bloat APM.
    • Fists of Wind
    • Increases the maximum Movement and Attack Speed provided by Greased Lightning by 5%, and provides half that maximum regardless of its current level. The remainder is still generated proportionately with each level.
    • Fists of Earth
    • Increases the maximum Damage Reduction provided by Greased Lightning by 5%, and provides half that maximum regardless of its level. The remainder is still generated proportionately with each level. Your Attack Power is increased by 50% of the damage thus absorbed, fading continuously over up to 6 seconds.
    • Fists of Fire
    • Increases the maximum Damage bonus provided by Greased Lightning by 5%, and provides half that maximum regardless of its level. The remainder is still generated proportionately with each level.
    Tentative/Optional: [Notes] Stance-based Gameplay
    Previously, "stances" were at best something to turn on as you swapped to Monk, and would possibly swap to and back from if the situation somehow desperately required it (which was nearly never). Now, instead, you will have reason to swap them about rotationally, speeding through oGCD-less low ppgcd gcds with Wind and maintaining Fire for oGCD-laden or high-ppgcd gcds. You cannot quite do this every rotational string, so use them sparingly to align rotation and so forth. This would not stack with the above "Fluid Form" changes.
    Greased Lightning IV ("Riddle of Wind") revised as not to worsen ramp-up.
    • Riddle of Wind trait replaced with the Move Like Lightning, which instead merely increases the benefits from each stack of Greased Lightning by one third. Thus, you still get the effects of GL4, but without the added ramp-up requirements or increased punishment to Tornado Kick.

    Providing Greater Instantaneous Mobility
    • In addition to the greater passive movement speed, Riddle of Wind returns, this time as a zero-potency movement skill usable whenever Shoulder Tackle is on cooldown.
    Riddle of Wind can be used at any time within that 30 second period, to a maximum of one use, and has variable effect based on targeting and proximity:
    • Used on target outside of melee range, it dashes up to 20 yalms to their position, similarly to Shoulder Tackle.
    • When used from within melee range of the target, it instead backsteps to 10 yalms away from them.
    • When used without a target, it dashes 12 yalms forward in your current direction of movement.
    (To prevent accidental double-hits, it cannot be queued until the Shoulder Tackle animation has resolved completely.)
    Chakra de-RNGed and made more bankable and convenient.
    • You now hold up to 7 Chakra, because lore-numbers.
    • Chakra is now generated granularly, based on relative potency dealt, requiring 1400 | 1000 relative potency per point of Chakra after Deep Mediation I | II. There is therefore no RNG beyond that of damage-dealing itself. Note, however, that this relative potency calculation specifically ignores your own Greased Lightning's damage modifier, as not to effectively double-dip and thereby making GL unintendedly punishing to drop while also giving greater value to Brotherhood as used in groups.
    • Meditation is now entirely passive. It continuously generates potency (i.e. with every server polling tick) while you're off the GCD, to the effect of 1000 "Chakra-potency" every half-GCD. Note that while this is very efficient melee-downtime ppgcd for a melee, it's still far inferior to making consistent use of your GCD.
    • The Forbidden Chakra and Enlightenment can now be used at any number of Chakra, dealing 75 and 45 potency per Chakra, respectively. The cooldown on each has been reduced to 2 seconds.
    • Brotherhood now duplicates your Deep Meditation mechanic and splits it over self and all allies within range. Regardless of party size, or even solo play, you will now get nominally double your Deep Meditation effect over the period. However, because your Greased Lightning's damage modifier is ignored it will tend to perform best under a high number of skilled allies, as your own contribution will have reduced weight.
    • To compensate for the vastly increased damage potential for the Monk itself, the physical damage raidbuff component has been removed. Thus, you no longer have to worry about being in range of everyone or about your composition.

    Miscellaneous QoL
    • Perfect Balance duration reduced to 8 seconds, but now has two charges, each with a 60-second cooldown. It now also leaves the Monk with access to all Forms on its next Form-specific weaponskill within 5 seconds of ending Perfect Balance.
    • In the first mockup to be placed below, Perfect Balance merely removes even the softer limitations to rotating. In the second, Perfect Balance is altogether unnecessary and has been removed.

    Dragon Kick reworked to soften DK-LF rigidity.
    • Dragon Kick increases the critical damage bonus of Bootshine by 50% (increasing the modifier to 2x, up from 1.5x) for 15 seconds and generates Drake's | Dragon's Fist, increasing the potency of your next Bootshine by 75 potency each (75 | 150 in total).
    • This means that Dragon Kick nets 225 bonus potency over a DK-Bootshine-Bootshine (+75 from Drake's Fist, and 150 from the extra 50% damage from each Bootshine) for a total of 1050 potency. Similarly, a DK-DK-Bootshine would generate a total of 1000 potency, but would have greater synergy with well timed burst multipliers on its 600-potency Bootshine (Dragon's Fist). So long as Dragon Kick is up for every Bootshine, you're relatively free to rotate in duos or trios, or even stack DK. (Ideally, restack DK when Dragon's Fist would time perfectly with RoF, when Opo-opo periods are highly split, e.g. by PB Demo-spread, SsS-TK-Anatman, or melee-downtime, or when positioning demands it.)

    Now-unnecessary Abilities Removed
    • Form Shift removed. The two mock-ups below both replace the need for it.
      Assume that if neither mockup below is used, Form Shift will go the way of Meditation. Every GCD's time off the GCD, you gain access to a further form (rather than moving into said new form) such that in 2 GCD's time you can use any weaponskill, allowing you to maintain pace over downtime at will and without conflict with Chakra generation. From outside of combat, likewise, one can start from any form, including an enhanced Opo-opo (if it's been more than 3 GCDs since the last form-based weaponskill), thus cutting down ramp-up by 2 GCDs if outside of PB.
    • Riddle of Earth removed. Its anti-positional needs are already addressed by the mockups below, while Fists of Earth already gives enough mitigation.
      The first mockup allows you to pick skip ahead in your rotation in order to widen your range of positional choices, albeit at some cost; positioning and precise rotational mastery, therefore, are intertwined. The second offers no choices outside of your current Form, but has more choices per Form, with at least one flank and rear positional each. In either case, positioning then becomes something to master, rather than to bypass.

    Currently Useless Abilities Revised
    • Tornado Kick's cooldown now scales with Skill Speed. It no longer requires Greased Lightning III. Its base potency has been greatly reduced but now Tornado Kick's "damage increases proportionately with reduction to the global recast time"; the lower one's GCD, the harder it hits, and it receives twice the benefit from GL, making it still primarily to be used only in GL3 and in combination with GL-generating tools. This gives Fists of Wind and Fire an equal effect on its performance, making its oGCD gaps less crowded, and relieving its anti-synergy with high Skill Speed builds. (Exact potency will depend on the mockup below.)
    • Six-sided Star buffed from 400 to 550 potency (may revise to as little as 530). This is enough to place it roughly just a positional short of average ppgcd (nearly 570 in optimal double-True rotation) or a 40-potency loss in total, and usable every other rotational string if Demolish would otherwise clip or be delayed by two ticks. Additionally, it may be worth using, depending on rotational sync, at the tail of any CD-based buff periods. It should now fit as a capstone ability, especially in combination with Tornado Kick and Anatman.
    • Anatman is now again oGCD, but now ticks per GCD's time spent since actuating the ability rather than on the 3-second server DoT/HoT/resource tick (which would leave it largely subject to lucky or unlucky timing). Additionally, it now reverses GL duration decline, rather than merely pausing it. Cooldown has been reduced to 10 seconds. Some QoL features have been added.
    • A secondary, softer GCD radial will be shown over weaponskills to indicate when Anatman will complete its GCD generation. While GL is not maxed, queuing a weaponskill within a half-second of Anatman's completing a tick will automatically delay the action until after the tick has completed. As an intended "bug", its effect still lingers for up to another second after breaking the channel (except via a GCD skill, for coding reasons). To prevent excess apparent synergy with Tornado Kick, its cooldown does not begin to tick down until after its effect has ended.


    Summary of Changes (without Tentative components)
    • You no longer need a perfect comp.
    • You no longer even particularly need to be in range of a most of allies to get good use out of Brotherhood.
    • Dragon Kick, Tornado Kick, and Six-sided Star now each act as you'd expect from a capstone skill; they require mastery, but they have due, integral, and iconic reward.
    • SsS and TK are now worth using macrorotationally, and Anatman is far less clunky.
    • Your rotation is no longer basically just a bunch of filler to optimize around DK-BS Leaden Fist alternation.
    • Accordingly, you can now time your back-attacks (True and Boot) together, easing flow.
    • Due to universal changes, an early use of Twin Snakes will allow the next to last all the way through a Double-True rotation unless avoiding
    • Skill Speed like the plague.
    • Positionals are now to be embraces as a core rotation rather than bypassed where possible (Riddle of Earth removed, while broad mechanical replacements that'd make anything like RoE unnecessary are done via the mockups below).
    • Greased Lightning is now a real mechanic, but far less punishing or awkward.
    • Chakra no longer requires dumb luck; it's now instead a sensible mechanic.
    • Meditation and Form Shift no longer require buttons.
    • In total, you've saved 4 buttons, and yet have more depth and identity to show for it.
    • Stances are now noticeable but also more streamlined.
    • Perfect Balance is now more integral, frequent, and variably usable, but also more streamlined.

    Notes:
    • Bootshine will almost certainly have to be reeled back. The Dragon Kick change has the intended effect on rotation, but not on Bootshine's contextual power. (It's just as bad as Leaden Fist was before in that regard, making our very first skill still the largest center of power for the whole kit --which is honestly pretty cool, tbf-- but will at least allow for far greater freedom of use.)

    • Fists of Earth's Attack-Power-from-damage-absorbed percentile (tentative/optional), and procedure, is still obviously spitball for now. Consider it merely a conceptual illustration.

    • Fists of Earth and Greased Lightning may be further changed if too many complain that Monk passively has higher eHP than other melee once in GL3. It's difficult to think of a single scenario in which this would make a difference, and I'm sure the complaints will come. Perhaps more importantly, having GL grant benefits from every stance, while iconic, could have unintended TK interactions with extreme raid damage -- though, again, I can't think of any case where being reduced to normal eHP would suddenly cause death when the game does not currently rely on DPS defensives for a party to all survive.

    • The potency-per-Chakra values may be further adjusted. At present, you'd generate a point of Chakra roughly every other GCD. (I know it seems like less, but that's just because of the massive gap between nominal and relative ppgcd in Monk's kit.)
      I'm just not sure if I want to increase base Chakra generation at cost to damage modifiers elsewhere -- allowing for more APM spent on TFC, for instance -- or not. APM has a vital place, but also a vital balance, in Monk gameplay. Much would depend on whether stances (such as via the tentative/optional changes mentioned above) were to play a part, adding another 4 actions per minute or so, optimized TK usage, and other similar considerations.
    (1)
    Last edited by Shurrikhan; 09-14-2020 at 02:28 PM.

  2. #2
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Can you imagine if they made MNK a 1.5 gcd job with full GL?
    (0)

  3. #3
    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 Marxam View Post
    Can you imagine if they made MNK a 1.5 gcd job with full GL?
    No thanks, we already have Machinist. I'd rather not have another job in this game with impossible weaving.
    (1)

  4. #4
    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 Marxam View Post
    Can you imagine if they made MNK a 1.5 gcd job with full GL?
    Only if they allow for oGCDs to be truly queued (ping-margined). Or rather, I can easily enough imagine it, but am therefore aware it'd be hell for any but the low-ping players. The first oGCD in a gap can "queue", but not in the sense that it actually queries the server in advance to reduce the effect of ping.

    The odd thing is that it's apparently a matter of flipping a switch on ability categories. One need look no further than at the alleged feature list or a Youtube video on the lead XIV hack to see that it's thereby possible to allow queued oGCDs. So then... why isn't that just part of the base game, as not to cost players twice their ping in uptime with every oGCD (atop the base 600 ms standard lock or further)? One can only wonder.
    (0)

  5. #5
    Player
    Sqwall's Avatar
    Join Date
    Jun 2013
    Posts
    844
    Character
    Sqwall Lionheart
    World
    Diabolos
    Main Class
    Warrior Lv 100
    There is one thing that I have always held true to this day ever since 4.0 and 5.0 launched. Monk is not fun to play. It's exhausting to play optimally. It's mechanics are old and tired. It's damage is tied HEAVILY to the party, and RNG. And has been "redrafted" every expac since. Monk needs a MCH hail mary play at this point. If they did that they job would be perfect since I think MCH is a blast to play. I don't think I could EVER go back to the way MCH played before....yikes.

    I feel deeply about monk as it was my first DPS I started and just have to shake my head at all the "fixes" everyone keeps coming up with. FFS the job just needs to be fun! I don't care about optimal at this point, and that can be figured out later. But first and foremost the job has got to be fun! Otherwise what's the point.
    (0)

  6. #6
    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 Sqwall View Post
    There is one thing that I have always held true to this day ever since 4.0 and 5.0 launched. Monk is not fun to play. It's exhausting to play optimally. It's mechanics are old and tired. It's damage is tied HEAVILY to the party, and RNG. And has been "redrafted" every expac since. Monk needs a MCH hail mary play at this point. If they did that they job would be perfect since I think MCH is a blast to play. I don't think I could EVER go back to the way MCH played before....yikes.

    I feel deeply about monk as it was my first DPS I started and just have to shake my head at all the "fixes" everyone keeps coming up with. FFS the job just needs to be fun! I don't care about optimal at this point, and that can be figured out later. But first and foremost the job has got to be fun! Otherwise what's the point.
    While I'm inclined to agree with much of this, just as much of it reeks of subjective generalities sold as hard facts or your preferences as everyone's.

    "Exhausting to play optimally" is exactly why I've mostly loved Monk, despite its clunk, for 4 iterations of the game. It takes a more out of you than most other jobs, but that's why I enjoyed it. It was one of the few jobs I could end a 3-hour prog night on tired but not bored after the same guy has wiped us for the 10th time to one of the same few mechanics.

    Its damage being "tied heavily to the party, and RNG" is a fact, but is clearly not essential to its kit; after all, as you've just said, the core of its mechanics "are old". Brotherhood and Deep Meditation, by comparison, are not. And Brotherhood and Deep Meditation's exact implementations, not even their concepts, are the only reason their damage is tied to the party or RNG at all.

    Its having "been 'redrafted' every expac since" clearly isn't a big deal if its mechanics are "old and tired." Pick one.

    And compare that to 5.x MCH. You may love it, but many a MCH veteran despises it. I didn't even main MCH, but I greatly enjoyed the way it played in 3.x and 4.x and now find it dull as dirt. It's functional, sure, but there's nothing unique to it outside of an even more ping-punishing Rapid Fire Hypercharge that's been reduced to minimal forethought. I would GLADLY go back to the way MCH played before, provided Heat wasn't a half-assed mechanic this time.

    Quote Originally Posted by Sqwall View Post
    I feel deeply about monk as it was my first DPS I started and just have to shake my head at all the "fixes" everyone keeps coming up with. FFS the job just needs to be fun!
    But, do you even bother reading them? Take the "fix" from just a page ago. Positioning is greatly eased up due to being able to run Double-Boot alongside Double-True. There is incredibly little party-tied damage -- too little to hold Brotherhood for. There is zero RNG.

    Yes, it needs to be fun, but fun is going to differ for different people. You may love basic, functional jobs like MCH, but not everyone who plays Monk is going to be willing to give up all that --clunk, RNG, or party-dependence aside-- required more from Monk.

    I for one would rather fix Monk for the best it's been, with anything that detracts from that replaced, than gut and replace Monk's kit as a whole with some template "functions gud with big exploders" playstyle.
    (6)

  7. #7
    Player
    Jirah's Avatar
    Join Date
    Aug 2017
    Posts
    1,867
    Character
    Jira Dal'riata
    World
    Ultros
    Main Class
    Bard Lv 100
    Quote Originally Posted by Sqwall View Post
    There is one thing that I have always held true to this day ever since 4.0 and 5.0 launched. Monk is not fun to play. It's exhausting to play optimally. It's mechanics are old and tired. It's damage is tied HEAVILY to the party, and RNG. And has been "redrafted" every expac since. Monk needs a MCH hail mary play at this point. If they did that they job would be perfect since I think MCH is a blast to play. I don't think I could EVER go back to the way MCH played before....yikes.

    I feel deeply about monk as it was my first DPS I started and just have to shake my head at all the "fixes" everyone keeps coming up with. FFS the job just needs to be fun! I don't care about optimal at this point, and that can be figured out later. But first and foremost the job has got to be fun! Otherwise what's the point.
    Ugh another MCH player that thinks every clunky job needs to follow in its intuitive shoes despite the present fact MCH is clunky itself

    Ive seen some wonderful ideas in this forum for MNK reowrks but let me digress abit to see what 5.0 really did for MCH. Turrets are now less persistent thanks to battery and less valuable thanks to hyperchrage loosing its invul debuff and explosion and its AOE variant and its Hypercharge debuff, wildfire is less frequent and now is speed reliant rather than power so its no longer consequential to your kit so much so you can spam Auto cross 5 bloody times to achieve optimal wildfire, all of MCH support skills are gone Palaside, Refresh, Dismantle, Blank, and Arm Shot. Bullets Its unique feature, not even enhance just erased completely, Flamethrower no longer generates heat, and Heat gauge another iconic MCH gauge demoted to only unlock Heat blast and only heatblast once you hypercharge.

    what did it gain, Baseless drill, air anchor battery gain charges for rico/Guass and a robot that is technically as dense as a DoT and the easiest job in the game outdoing RDM in that regard. it is no way to "enhance" a job to beat it to death with a simple stick and im sick of it being used constantly as a example for MNK to follow and makes me nervous for it tbh as every job since 5.0 has changed to be "easier" but not fun
    (6)
    “Theirs really not much you can change with the MCH”
    -Live letter 66, 9/17/21

    Where is the ambition?

  8. #8
    Player
    Silverneck's Avatar
    Join Date
    Apr 2018
    Posts
    19
    Character
    Jubei Chen
    World
    Leviathan
    Main Class
    Samurai Lv 80
    I've read everything on this thread and on reddit to regarding. I've seen alot of people post some amazing ideas, my favorite was the rework that had chakras the main thing on monk and it was crazy detailed.

    The issue imo with monk is the class design at this point and im not confident in Square to do anything for the rework. Monk has lost all of its identity from 2.0 to 5.3 and the class is now little more than a game of running between point A & B while punching. The devs need to sit down and decide what is job is. It current doesn't have a niche of it own. Its no longer top tier dps, its no longer the swiftest dps and its "utility" is as niche as the buffs they pruned. Most people cannot recommend the class to their friends and although there maybe a minority that will think that in intensive nature of the class for such tiny gains (Double- True for 21 potency increase) is wonderful. The reality is the class is just clunky and stale in 2020, monk is still in ARR. My only motivation for playing this class is Anatman.

    We have 0 flashy skills and I get that alot of people dont care for that, but how do you recommend a class with meh dps potential and 0 flashy skills? When almost every other class looks insanely cool , how does a MNK compete with a DRG / NIN / SAM/ RDM or even PLD from a new player perspective? Even in the skill looks department we fail. I've been doing pugs with friends on SOS EX and just started Savage and the number of times people have msg'd me asking if I can be SAM instead is crazy. I find myself often asking my self the same question, SAM just feels so much better and has an answer to everything. I don't understand why monk is the only melee without a disengage or any kind of ranged output. Nor why we are tied to Crit based RNG in meditation & brotherhood.

    There is honestly so much wrong with this class. I have no faith in square to fix it cuz they repeated promised to do so expansion after expansion and monk remain in its hamstrung state.

    Disclaimer :This is really to stop people like Shurrikhan from saying well if you dont like it play another class and monk just isnt for you. I still love this class for its theme and play, I just wish it had a proper Identity and general less clunk.
    (3)

  9. #9
    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 Silverneck View Post
    This is really to stop people like Shurrikhan from saying well if you dont like it play another class and monk just isnt for you. I still love this class for its theme and play, I just wish it had a proper Identity and general less clunk.
    As long as your solution to there being discrete and highly solveable issues in a job design isn't to remove a job and copy another into its place, I'm not about to discourage you. If, metaphorically, your solution to there being a rodent infestation in our shared house is to burn it down and truck in a pre-fab when I'm in the middle of calling the exterminator and insurance won't cover half the stuff inside, so to speak, then we'd have words.

    Had Sqwall, for instance, used just about any other example of corrective reiteration than the one that unnecessarily most gutted its job into a barebone template style of play only to retain the worst of that job's former problems (as if dependence on low ping were itself the job's core identity instead of any of its core, far more nuance-capable systems), I'd probably be largely agreeing with him.
    (2)
    Last edited by Shurrikhan; 09-18-2020 at 01:58 PM.

  10. #10
    Player
    silentwindfr's Avatar
    Join Date
    Jul 2012
    Location
    Gridania
    Posts
    4,116
    Character
    Florence Leduc
    World
    Ragnarok
    Main Class
    Monk Lv 90
    honestly, i'm worried about the possible rework of the monk, until now all rework did lead to the jobs becoming more easier to play, but at the same time more boring to play....
    when you see that some jobs did loose multiple skill leading to some extremely repetitive gameplay that is not really deep.... i'm scared

    the monk is about speed and combo.... it was never means to be a jobs that buff.... never means to be a jobs that bring utility to the group, they are called the arm of the destroyer.... they was never means to be a jobs that will deal insane damage in one hit.... no, it was a jobs based on a continual dps....

    what can happend with them rework that scare me:

    - they scraps the combo system, saying it's too complicate for new player (when the trouble is not new player.... it was never and must never be the target.)
    - they rework the grease lightning buff, because they think it's too fast.... when let's be honest it's slow... what most new player complain about is not the fact that the game is fast... but the inverse the game is slow... very slow, even with ogcd skill some jobs feel slow...
    - they decide to add more utility to the monk, what we don't need... we are not here for buff... we are not here for support, we are here for kick some ass!

    what i hope to see with the rework:

    - revamp of the chakra system, this system never did work.... honestly it was added for the wrong reason... it's random, it's add almost nothing to our tool exept time to time new skill that will have worked as well as simple CD.... (even some was previously cd that was added to the chakra system)
    - enhancement of the combo system, the monk have the most interesting combo system, i have never understand why they haven't added more deepth to the system... no front combo, nor 4 hit to the system.... and before some say me, front combo is not usefull, it can be interesting to have a combo that will work when the enemy don't show us his back, i found the cd that ignore positional the worst solution for the positional trouble link to boss mechanic...
    - scarps this fist system, it's one of the rest of the V1 that was a mess.... for the one that don't know, monk was means to be an offtank in the v1 worst... it was double stats, yes double stats when the game wasn't means for double stats (int/str for the monk) the riddle can replace the fist of the earth easily... we are not means to tank, we are not means to take hit.... and when it happend either is our fault or because the fight is means to be like this.... meaning healer will cover us.

    naturally all of this is my opinion... but i feel that soo far they had no clear view of what was a monk... even the positional of the monk is more like a thief than a monk, yes, the monk will exploit the weakness of the enemy guard.... but it will FACE his enemy not come in his ass.... all previous monk in the FF must laughs at us...
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