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  1. #10
    Player
    ValStormbreaker's Avatar
    Join Date
    Jun 2018
    Posts
    124
    Character
    Valkyria Stormbreaker
    World
    Coeurl
    Main Class
    Monk Lv 91
    Part 3

    Like you said...
    MCH wasn't completely revamped mid-expansion into what it is now compared to Stormblood. If you want to have that discussion with MNK, save it for when 6.0 is around the corner, since it's not productive to have it in the here and now when there are more straightforward alternatives you're infinitely more likely to get.

    Tying chakra generation to positionals is a taller order from a programming perspective than perhaps you're willing to give credit for. It also isn't a completely thought-out idea, since it means every 5 GCDs I'll have tFC and that not only causes balance problems, it disrupts the rhythm, beat and flow of the job's rotation, especially with how it plays on a controller. All the double-weaving MNK has is in the same sets of pairs, and that is what gives the job its waltz-like 3-beat structure. All of a sudden, what sounds like a simple idea on paper to you winds up opening a can of worms that just makes things more unnecessarily complicated and affects other parts of the job. You can't suggest stuff like that in a vacuum, you have to think of how it affects the package.

    What you would like, in essence, is what I've been suggesting since before 5.0 then, and that's the inclusion of Somersault. It's a cool-looking oGCD that deals damage and gives a chakra, allowing for players to offset the sting of RNG with a bit more control. This way you're not stuck at 4 out of 5 chakras and get unlucky with RNG before your burst window runs out with nothing to do.

    I can't stress this enough... I think if we could only ask for two major changes, and what we got was 5.1 Axe Kick from PvP and Somersault (with adjusted potencies, of course), rotations will be affected such that 90% of the problems people obsess over would minimize into non-issues and hair-splitting gripes. We'd get two oGCDs, have the GL stack issue solved, and have a bit more control over chakra, all while looking cool doing it. And the icons are already done and the animations are already made so there's very little time or cost needed to implement them. The only other thing I'd do is to buff TK and shave 2 seconds off its recast time and MNK is pretty much back in good shape and fun to play.

    Couldn't ask for a simpler or more elegant solution if you tried.

    But asking for things like trying to reinvent how chakra gain works and making TK into a skill that procs, and all that... that's just getting into "reinventing the wheel" territory and makes things more complex than it needs to be. If this is the nature of the suggestions that MNK mains have been giving over the past few years, then it's no wonder these suggestions aren't being implemented, because compared to "buff TK and slap two seconds off its recast time, and move these two pre-existing PvP moves into PvE," we're getting a bit lofty and leaping into "easier said than done" territory. Keep it simple, and you're more likely to get what you want sooner rather than later.
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    Last edited by ValStormbreaker; 02-15-2020 at 04:34 PM.