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  1. #1
    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 Metalwrath View Post
    Probably the worst change was to dragon kick.Why did it need to be changed?Nobody knows.Only monk benefitted from the debuff anyway.It's clear the change was designed to benefit people bad at playing monk so they dont have to keep a debuff up and replacing it with a buff that now has a 30 sec window for one skill to do extra damage.Also how bad are people that they need 30 seconds to hit one button honestly?This change alone has made the job a lot more boring and static in rotation.
    The blunt debuff has been changed most likely because "well, we're removing piercing and slashing, so leaving this would be weird", but yeah, that's a really dumb reason. Leaden Fist doesn't just make MNK's gcd rotation more static, it's also responsible for the whole Anatman opener issue, due to making Leaden Bootshine spam in PB optimal.

    Quote Originally Posted by Metalwrath View Post
    Howling fist removed - Again WHY???.There was no justification for the removal of this skill.Button bloat?Yeah right.This skill would actually be used more than half off the situational meme skills that were later added on the job.Again feels like it was done to close player skill dps gap because people low skill players struggle to weave or double weave.
    That's probably because of addition of GS4 making it near impossible to double weave. Increased chance to proc chakras was probably their "fix" for removing ogcds, but it really doesn't cut it and MNK feels slower as a result. I'd rather keep the gcd length above 2 seconds like NIN and have more stuff to weave.

    Quote Originally Posted by Metalwrath View Post
    Internal release removed - Seriously? You make chakras crit dependant and then remove our crit buff.SO stupid...
    That's probably just because they figured that having 2 different buff windows with cds that don't align with each other every time was "too complicated", but honestly those drifting cds made MNKs rotation more fun due to not being as static.
    Looking at all job changes in SHB, devs seem hell bent on removing any drifting or flexible resource management aka, anything that's actually engaging.
    It also feels hella weird not having any damage buff before 68 as a dps job.

    Quote Originally Posted by Metalwrath View Post
    They really need to stop sucking all the fun out of jobs to accomodate bad play.I get the game is becomeing more popular but it doesnt justify punishing people who have stuck the job for years.
    This. I wouldn't mind if we had various levels of complexity depending on the job you pick so newbies and more casual players can also find something for themselves, but dumbing down the entire game alienates those who enjoy more complex playstyles.
    If the reasoning is that they want to let everyone play any of the "aesthetics", then perhaps it is time to start branching jobs into specs with different difficulty, rather than just adding more jobs.
    (5)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,891
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Satarn View Post
    The blunt debuff has been changed most likely because "well, we're removing piercing and slashing, so leaving this would be weird", but yeah, that's a really dumb reason. Leaden Fist doesn't just make MNK's gcd rotation more static, it's also responsible for the whole Anatman opener issue, due to making Leaden Bootshine spam in PB optimal.
    Its also weird that while each expansion has seen positional value decrease, DK-LF then offers us roughly some 200 potency over not using it at every opportunity. Using DK in place of BS is, in a sense, a positional. You previously could delay DK refresh (Flank) with an overextended rotation, at little potency cost (except where oGCDs are coming back up) at low SkS tiers or faint bonus at mid and a then-typical positional bonus at high SkS tiers. Having the choices of double-Boot (or "Demo-drop" where you let DK fade only for itself, Demolish's mere 70 potency, and at worst an auto-attack, at lower SkS) and full DK maintenance so close in potency for so many SkS tiers allowed for flexible positioning -- a (risky) 25-60 potency bonus to use, generally on par with a typical positional. Now, we're obliged to do the opposite, at some 3 to 8 times the potency at risk. Instead of allowing for the skills themselves to give us freedom of positioning, and the closest we had to freedom to align ourselves to our CDs, internal balance was replaced with "80+% of all your positioning impact is now in a single skill and a core mechanic is nullified half the time." That's horrible design.

    And the sad thing is that Leaden Fist doesn't need to strip us of that positional freedom, but with so many already redundant tools, there's scarcely anything else Monks would have to look forward to in their blow-by-blow rotation. Our frequent damage CDs are mostly removed, PB's cooldown was doubled, we lost our earlier core CD and synergy with our Deep Meditation procs, and GL is no longer a resource to maintain, gamble, or work around (only to build once and then leave, essentially, a non-mechanic).
    (0)