Quote Originally Posted by IruruCece View Post
Yes, Monks can and do bring the damage to this day. But the job now revolves around Hittin' Them Bootshines to the exclusion of making the rest of our kit actually interesting to play with, and that sucks a bag of rocks. I would love to hear an explanation from the devs on why they have consistently left the job to rot between expansions and only now have finally gotten around to addressing a core design flaw with the job dating back to 2.0, but I feel like the answer would be incredibly disillusioning at best.
I totally agree with this, and I think it doesn't necessarily fall on the shoulders of the devs. I want to place the concern on the meta requirements of the endgame content that the players wanted out of the job. In this case keeping GL up easier. If SE wanted the job to evolve out of the end game content, which it has. Then this is what we got based off of the player feedback from endgame. Form Shift update is a perfect morsel to tide us over until SE can collect more data on where to go next, and they have.

The CRUX of all of this is GL being the smoking gun they needed to prove that the class needs to change. I'm betting that the job/class devs are looking at every endgame content encounter and collecting the data on how many times they lose GL, or comparing what other classes do with the moments of respite during phases. I think it boils down to the fact that they are asking a lot of Monks during an encounter. It's kind of crazy to think about how many buttons I push just when I play monk during and not during combat. SE isn't trying to destroy the identity of monk per-say, they are trying to peel back some of the layers to reveal what was already there the whole time. The meta for monk has just spiraled out of control due to player feedback. 5.01 was a drastic course correction, and I'm pretty sure Yoshi-P had an executive decision in basically saying politely to the team involved in a very boss like tone: "No more. Start over from the basics"