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  1. #11
    Player
    SpeckledBurd's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    709
    Character
    K'ahli K'uhla'tor
    World
    Balmung
    Main Class
    Monk Lv 100
    Quote Originally Posted by Zarkovitch View Post
    The job suffer from "we don't know what to do on this expansion with this..." there a chance where this job might get adjustment in 5.2 or 5.3. Worse case it be at on next expansion like always.
    At this point my position is that "Wait until Next expansion" isn't good enough after being told that for all of Stormblood. That's way too long to wait to be satisfied in a job.

    Quote Originally Posted by Satarn View Post
    As for MNK - I don't think rework in the sense SE seems to understand it as would be good. MNK(or any job for that matter imo) shouldn't get turned 180 from it's fundamental mechanics/identity like MCH/DRK got - SE should instead look at what worked before(like TK rotation) and what never freaking works(aka Fist stances, seriously) and make changes based on that instead of reinventing it into pretty much an entirely new job.
    This is a reasonable concern. The reason Stormblood Monk was such a flop is that the devs didn't know what to do and so they just started making changes that people didn't like (they admitted this, but also they didn't fix any of the problems until 5.05 because of course not and even then some of the problems still exist such as RNG). Shadowbringers ended up being worse because while they did identify one thing we wanted in GL4, they pretty much missed the mark on the things we didn't want and kept adding those things such as greater RNG reliance and more upkeep stuff. By the same measure they missed out on what we didn't like or think worked on Monk and decided to keep the Fist Stances for a second expansion in a row other than.

    As for the TK rotation, it's hard to say that it actually "worked" when it was extremely divisive at the time it existed in terms of how much people liked it. I certainly didn't like it, even if it was effective at doing a lot of damage, however that could change depending on how they decide to implement it. The problem is that Greased Lightning isn't designed as a resource to be spent, its something built to be maintained and we now have Formshift as a powerful tool to allow us to do so. If they altered Anatman as was suggested on the last page to just instantly grant full stacks of GL, TK could be used routinely and probably feel better than it did in Stormblood IMO but I don't know if thats the direction they'd go with it instead of making it build a charge like Foul/Xenoglossy.

    Machinist is also rather odd to mention as an example of a rework that shouldn't be followed, as its largely been received very well even if there are still some quirks to it that need fixing in terms of its latency issues. That said, I also don't think its a good path to follow in this instance. Machinist in Stormblood was broken foundationally, Monk's foundations in Greased Lightning and Forms are fine and should remain intact. It's largely how they've built things around it that's the problem in the context of a changing game.
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    Last edited by SpeckledBurd; 12-08-2019 at 05:02 AM.