Your response was basically telling the people who feel their feedback is meaningless that its the fault of players providing overly broad feedback. Which is simply untrue. Telling them to rehash the feedback they feel has been consistently ignored isn't exactly gonna get them to start spewing more out.
The main issues with Monk are easily broken down into three broad areas.
1. A stagnant and uninteresting rotation.
2. An overabundance of overly situational and underutilized skills.
3. A lack of mobility options.
Which can all of course be broken down more precisely. Both broad feedback and precise feedback can and should be taken into account with any rework. Likewise, identifying precise parts of a kit that just don't truly add anything to the job - locking effects behind fist stances didin't resolve the issue of stances themselves being bloat or asinine activation requirements such as RoE needing to take HP damage to proc it's effect and determining how and if they should be changed and reworked to fit not only within the resolution of broader Job issues, but within the mantra and broader design of the game itself.
Solving precise issues (we want to use SSS/TK more) within broader issues (We have too many situational skills) can be part of a resolution for other issues as well (we use SSS / TK more, This has resulted in our rotation changing) rather than hyper focusing on some precise issue and resolution without thought towards how the result fits into the overall job design which is arguably how we've ended up at the state we are.
Suggesting reworks that add needless complexity in an attempt to justify bloat skills, or that involve a reworking of core game mechanics themselves don't exactly foster discussion when one is ignoring the mantra of "the removal of overly situational and niche skills" and is just more of the same thing we've disliked from precious iterations of monk. The other is just trying to speculate a rework outside of the games core design. It took TWO years to get RoF changed. That's changing two numbers on one skill. That's changing and testing one job. A rework that changes the way the game works at it's core requires testing every job, changing numbers on every job. A rework requiring such things exists far outside the realm of possibility, and thus discussion, for many players.
Having sensible additions to our kit ( rewards for landing positionals or maintaining our maintenance buff ) end up as part of other jobs, neither of which revolved around them as part of their core class mechanic/identity, and then having the idea of monk getting the same thing shot down because homogeneity is somehow bad on top of seeing issues we've suffered with for literally years both get acquired by and resolved for other jobs in a matter of months has understandably made many monk players jaded.
As far as the "woe is me our feedback is futile" goes, at this point it's probably a more effective vehicle for change to let the devs know just how great our disappointment and how little our trust and faith in them is. If an entire community essentially feels their feedback doesn't matter, you've made a big misstep as a developer.


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