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  1. #11
    Player
    SpeckledBurd's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    708
    Character
    K'ahli K'uhla'tor
    World
    Balmung
    Main Class
    Monk Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Honestly, it felt easier to track everything when Chakra were not on the job UI, as my damage CDs, potion, rotational buffs, and chakra count could all be viewed together. Unless they go the full mile and allow all buffs we'd want to track to be shown prettily on the job UI, I'd just as soon prefer almost none are.

    I'd prefer to only need to look at one area to track everything.
    I agree, but that sorta gets back to Monk's job gauge being poorly implemented to begin with and still being very poor in actually consolidating information we need on it like its supposed to. The current design of Leaden Fist being something that is gained and spent as you cycle through Opo-opo moves puts it in a random spot on your buff list relative to all of the shields, regens and other buffs that are going out, which makes it especially hard to keep track of and therefore would be very beneficial to have a gauge element. Twin Snakes is a little easier because you should have close to 100% uptime on it, but it should be on the gauge as well for consistency.

    I don't have a problem with form buffs because that's intuitive, but they really should have all of the pertinent information, including Twin Snakes, Leaden Bootshine, and even the current Form in Monk's gauge considering that was the entire point of it rather than making that info separate.

    Edit: It occurs to me that of all the elements to be added to the gauge in Shadowbringers it was the Fist Stances of all things that they put into it, which is pretty much the most pointless change they could make.
    Quote Originally Posted by Shurrikhan View Post
    Do we really want to add an extra 74 single-target or 44 AoE raw potency per Couerl skill though? That would make Deep Meditation an absurd damage boost. Even if we had Chakra go to 7 for the same potency or removed the RNG portion entirely (moving the strength from Bootshine, especially any potential double-Boot rotations, to Coeurl skills), it'd still be right up there with Lance Mastery, given the huge difference between raw and relative potency on MNK.
    I mean obviously numbers would need to be changed, that should be a given. No one here is complaining because Monk is weak, and frankly that's not what people have been complaining about since Heavensward, and in Heavensward the weakness was largely because of Monk design failure anyway (TP burn, no aggro control, etc.). The RNG aspect just isn't well liked, and the double RNG aspect is what makes it outright hated, so yes the desire is to remove the RNG portion entirely in favor of consistent throughput of damage because that's what the majority of people want on this job. From there fixing the numbers is something the devs can figure out.
    (4)
    Last edited by SpeckledBurd; 05-28-2020 at 11:33 PM.