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  1. #1
    Player
    Todhaseo's Avatar
    Join Date
    Sep 2015
    Posts
    6
    Character
    Tawdy Mcstoic
    World
    Faerie
    Main Class
    Dragoon Lv 80
    Welp 5.2 Didn't have anything for MNKs at all. I guess this is the expansion where I drop MNK for DRG,ive waited for 2 major patches and nothing,no changes or adjustments. See you at 6.0!
    (4)

  2. #2
    Player
    Imshail's Avatar
    Join Date
    Nov 2018
    Posts
    11
    Character
    Imshail G'ven
    World
    Cerberus
    Main Class
    Machinist Lv 80
    Another disappointing patch, yay!
    (0)

  3. #3
    Player
    Noctisnine's Avatar
    Join Date
    Mar 2018
    Location
    Limsa
    Posts
    111
    Character
    Winter Valentine
    World
    Twintania
    Main Class
    Gunbreaker Lv 90
    Yeap monk got 0 love, they did a bad job with how monk works right now but they still ignore us over and over again. I guess the number of people playing monk will only get low and lower from here.
    (1)

  4. #4
    Player
    Ramura_Sono's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    124
    Character
    R'amura Sono
    World
    Adamantoise
    Main Class
    Miner Lv 80
    Hey, at least we got PvP nerfs.
    (0)

  5. #5
    Player
    kujoestars's Avatar
    Join Date
    Jan 2020
    Location
    Ul'dah
    Posts
    145
    Character
    Joruri Kha
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    SE, why do you hate monks so much?
    (4)

  6. #6
    Player
    inhaledcorn's Avatar
    Join Date
    Dec 2015
    Location
    Limsa
    Posts
    396
    Character
    Elliot Cloverfield
    World
    Adamantoise
    Main Class
    Sage Lv 100
    I'm not a MNK main, however, I will say that there are aspects about MNK I like: the feeling of a freeform rotation, the ease of maintaining the buff with the right skills, the sheer feeling of power behind the moves, however I can admit there are some aspects that could use polish.

    Personally, I actually don't mind Tornado Kick being the way it is, but I think Perfect Balance should be brought back down to 60s to compensate. In addition, Tornado Kick could get additional damage for each GL stack currently held by MNK.

    As a part of its basic effect, a Chakra gate opens each time a GL stack is gained/refreshed. This makes Forbidden Chakra a more consistent thing, even at the HW level where it's introduced with no other real way to use it.

    A movement option like DRG's Elusive Jump. Honestly, I'm surprised Six-Sided Star isn't a backflip of some kind because it seemingly intended use is for disengaging bosses. Combining this with Shoulder Tackle allows for rapid movement across the battlefield to keep uptime on the boss.

    Earthen Fists, at lower levels, could help maintain GL stacks while not in combat, since the damage reduction is rather "meh" in most instances.

    Personally, I want to see Howling Fist back. I don't know why it was removed.

    Edit: I would also like to see the Twin Snakes buff timer added to the Job UI, as well as an indicator if the Leaden Fists buff is active.
    (2)
    Last edited by inhaledcorn; 02-19-2020 at 10:29 PM.

  7. #7
    Player
    3ureka's Avatar
    Join Date
    Jun 2017
    Location
    Ul'dah
    Posts
    51
    Character
    T'kala Moonlithe
    World
    Jenova
    Main Class
    Monk Lv 80
    Quote Originally Posted by inhaledcorn View Post
    I'm not a MNK main, however, I will say that there are aspects about MNK I like: the feeling of a freeform rotation, the ease of maintaining the buff with the right skills, the sheer feeling of power behind the moves, however I can admit there are some aspects that could use polish.

    Personally, I actually don't mind Tornado Kick being the way it is, but I think Perfect Balance should be brought back down to 60s to compensate. In addition, Tornado Kick could get additional damage for each GL stack currently held by MNK.

    As a part of its basic effect, a Chakra gate opens each time a GL stack is gained/refreshed. This makes Forbidden Chakra a more consistent thing, even at the HW level where it's introduced with no other real way to use it.

    A movement option like DRG's Elusive Jump. Honestly, I'm surprised Six-Sided Star isn't a backflip of some kind because it seemingly intended use is for disengaging bosses. Combining this with Shoulder Tackle allows for rapid movement across the battlefield to keep uptime on the boss.

    Earthen Fists, at lower levels, could help maintain GL stacks while not in combat, since the damage reduction is rather "meh" in most instances.

    Personally, I want to see Howling Fist back. I don't know why it was removed.

    Edit: I would also like to see the Twin Snakes buff timer added to the Job UI, as well as an indicator if the Leaden Fists buff is active.
    If they don't change the atrocious double rng gate of how chakras are currently generated, I think adding one for gaining/refreshing a GL stack would be a great idea!
    (3)

  8. #8
    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
    I didn't think they would put anything about Monk in the Full Notes if they didn't mention it in the live letter or the preliminary notes, so no new disappointment for me. Just the same disappointment I've felt for nearly five years now.
    Quote Originally Posted by inhaledcorn View Post
    I'm not a MNK main, however, I will say that there are aspects about MNK I like: the feeling of a freeform rotation, the ease of maintaining the buff with the right skills, the sheer feeling of power behind the moves, however I can admit there are some aspects that could use polish.

    Personally, I actually don't mind Tornado Kick being the way it is, but I think Perfect Balance should be brought back down to 60s to compensate. In addition, Tornado Kick could get additional damage for each GL stack currently held by MNK.

    As a part of its basic effect, a Chakra gate opens each time a GL stack is gained/refreshed. This makes Forbidden Chakra a more consistent thing, even at the HW level where it's introduced with no other real way to use it.

    A movement option like DRG's Elusive Jump. Honestly, I'm surprised Six-Sided Star isn't a backflip of some kind because it seemingly intended use is for disengaging bosses. Combining this with Shoulder Tackle allows for rapid movement across the battlefield to keep uptime on the boss.

    Earthen Fists, at lower levels, could help maintain GL stacks while not in combat, since the damage reduction is rather "meh" in most instances.

    Personally, I want to see Howling Fist back. I don't know why it was removed.
    Bringing down PB's cooldown wouldn't actually give us more Tornado Kicks is the thing, it's better used getting more Leaden Bootshines. TK just exists to act as a niche action for an event that never really happened all that much to begin with but which happens even less now.

    I like the idea of the Chakra stack gain every time you refresh Stacks. It fits with how we want the job to feel and how the job is actually played.

    A free movement skill is something we've needed for years and the double stack of Shoulder Tackle doesn't give us that, we still need to use it for damage and have no recourse for movement otherwise.

    I'd just move Form Shift down to like, level 15 or so to teach you the importance of upkeeping Greased Lightning early and to make the 1-52 leveling experience less completely awful.

    They removed Howling Fist because they were worried Greased Lightning IV would make us too fast or something. Of course like most other aspects of Shadowbringers Monk they were completely wrong about that too and I'd love to see it come back as well. It being gone creates another problem where low level Monk is one of the most bare bones jobs in the game.

    Twin Snakes and Leaden Fist should definitely be on the job UI, but that would require them to put some development resources towards Monk so of course it isn't.
    (1)

  9. #9
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,822
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by SpeckledBurd View Post
    Twin Snakes and Leaden Fist should definitely be on the job UI, but that would require them to put some development resources towards Monk so of course it isn't.
    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 like the idea of the Chakra stack gain every time you refresh Stacks. It fits with how we want the job to feel and how the job is actually played.
    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.
    (1)

  10. #10
    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.

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