My point was that it's a fundamental issue. Yes, I already assumed that it obviously would only affect weaponskills. But so long as Monk has certain skills with higher per-execute potency than others, that changes nothing. So long as damage multiplicity, buff windows, and per-execute-potency variance remain a thing, the fundamental issue remains as well. Changing Attack Speed to affect Periodic Damage by the same percentage as it affects GCD speed would be a start, and quite likely a wise change regardless (which is why I've often recommended it, though to your derision last time I did), but if a minute performance gap is enough to "force" what you play, you'd still ultimately be stuck with whichever best snapshots into the raid buffs your composition offers. At such a confined performance level, we don't get choice, we at best get diversity with low costs for playing how we want. By locking speeds to out-of-combat changes only, you're taking the worst of both worlds here: no further choice than when attempting to make use of all three stances optimally, but also taking away all the diversity of making use of all three stances. Your design has a Wind-Monk, an Earth-Monk, or a Fire-Monk, a la B&S's old Wind and Fire specs. There is no complete just "Monk" in that.
Now, I'd probably be relatively okay with that, but it's going to be as an effective design as letting people actually move between the stances with decent balance and frequent reasons to shift between them, with multiple viable choices at most junctures. Without that in-fight diversity, it doesn't seem particularly even worth spending 3 buttons on.
At no point. Have I. Ever. Suggested that Monk be focused entirely on playing with his speed. I said quite simply that we've got four issues as unintended consequences of Monk changes over the last three expansions that leaving GL as a mechanic but allowing stacks to fall off separately and GL duration to be spent in certain ways could easily fix. That is it. It is a foundation for design. It precludes nothing.
This cost you're speaking of has nothing to do with what I've suggested. My concern has been revitalizing skills that have had their synergies gutted over time rather than leaving them poorly designed, the exact opposite of what you are piling on me. Pick one. Either I'm the dissenter wanting to revamp core interactions that have since been on life-support and which everyone would rather just see taken out back and buried or I'm the developer shill who wants to keep all these issues exactly the same despite having progressively criticized the removal of their synergies over the last 5 years. I cannot be both.
They removed 2.33 APM. That's out of an average of 42.3 casts per minute in any high-uptime fight. They removed barely over 5% of its APM while increasing attack speed by the same 5%. And in the meanwhile, they're perfectly happy with MCHs having an APM of 46+ despite that APM being applied far, far more tightly and ping-restrictively, and NINs nearing 50 APM. Judging by other the jobs, we've still got 8% to 18% more speed to go before APM would become an issue.
Now, let's ignore the fact that Monk's ramped-up speed would be exactly the same regardless. Do you seriously expect that even the faintest increase to apm would break Monk for a significant portion of its players? Because I'm seeing 2 skills out, 4 skills in, exactly the same as was done for SB, more than any significant attempt to reduce APM, else they certainly wouldn't have given us Deep Meditation II, which already made for up SP on its own. And how many people do you see on this thread who have been begging for lower average speeds cus Monk is just too damn hard? I certainly haven't asked for it. And while I can see several posts asking for higher speeds or more complex rotations, I'm not seeing anyone else asking for it all to be slowed down, either. Did I just miss it? Pass the link and I'll stand corrected.
Really, what exactly is it that makes any high speeds or GL and/or Chakra as actual interesting mechanics so unimaginable for you?
If it really is just the plain and simple fact that the devs want to leave every job slowed down and/or brain-dead, should I then be totally fine with that just because it's what they want? I'm not. But, by all means, enjoy another layer of RNG and further bloated and/or disfunctional skills next expansion if you are.
If you are likewise not okay with that, then let me again make clear:
My intent is to fix issues and clunky and/or nuance-diminishing restrictions that have come as unintended consequences of Monk changes over the last three expansions. To that end, I have proposed leaving GL as a mechanic but allowing stacks to fall off separately and GL duration to be spent granularly and in a highly optional manner that would provide further flexibility and mobility, since it can deal with each of those issues. That is it. It is a foundation for design. It precludes nothing.