Quote Originally Posted by Kolsykol View Post
I suppose that it's a question about how we define '' rework '', to me I sorta interpret that as what happened with Machinist but yeah.

I actually do find it fun to play and don't think that it's as bad as people make it out to be but that's also a matter of opinion, I mean I prefer the old sound effects for GNB but people complained and they changed it to the new ones.
My main issue with Monk really is that it just feels like everyone keeps getting new toys and have this sense of progression in their rotations but here we are still doing more or less the same things we've been doing since the beginning xD......
I just kinda want this progression to happen like what happened with BLM, how they went from the small firebolts to these huge F4 explosions. Make us feel like our characters have actually become these Master Monks. Because it doesn't really feel like it tbh.
And the annoying thing is that we actually did get these toys, but they just won't let us use them.
I remember when I saw the trailer for Shadowbringers where they showed off the new abilities, and I saw Six-Sided Star and was all like '' NICE! ''.
It was the same with Tornado Kick.
But then nooope, barely ever used lol.

The traits really do feel pretty boring too, and I think that it's kinda unnecessary to have Fists of Fire and Wind be so separated.
I suppose the problem with the term Rework right now is its been used to describe pretty much any time a job's kit has seen change. The Stormblood action rework didn't fundamentally change many jobs at all, but the Machinist rework rebuilt an entire new job that used Machinist's existing animations.

In this case, my point was that Monk has so much in its kit that needs revision that to actually satisfy Monk players at this point they're going to need to almost put in Machinist level rework anyway. It's kit outside of the core is just that busted.