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  1. #11
    Player
    Eliadil's Avatar
    Join Date
    Dec 2017
    Posts
    131
    Character
    Adrila Messor
    World
    Ragnarok
    Main Class
    Black Mage Lv 90
    Monk kinda needs more oGCD attacks tbh. I'm quite surprised that they removed Howling Fist in the first place, as it would have made Monk a bit more... "fun" to play.
    Give more abilities tied to the chakra I think. Or more ways to build them efficiently. Maybe, if you add an oGCD attack, make its activation grants one or two chakra ?

    Also, fist stances are cool and neat, but I'd like it if there was an actual incentive to switch them in a fight. Currently FoW is way better because it gives us speed up on attack and movement. Sure, peoples still uses FoF for the opener, but it's kinda lame to see a skill so important before get dumped to the first few seconds of your opener because it gets useless after that. And don't get me started on FoE...

    I do like the new Riddle of Fire tho, maybe add an attack at the end that ends RoF when used ? A bit like the lv80 Paladin spell ! Maybe make Tornado Kick consume the RoF buff and not Greased Lightning if used during RoF ? That would be really cool imo, and would reduce the numbers of useless skills without deleting them entirely.
    (2)
    Still not sure if Samurai's a tank who forgot that aggro was a thing or a dps that's way too much into it.

  2. #12
    Player
    Tyrius's Avatar
    Join Date
    Apr 2014
    Location
    Limsa-Lo-Minsa
    Posts
    98
    Character
    Tyrius Highwind
    World
    Famfrit
    Main Class
    Monk Lv 90
    yeah I do hate when i join a party and im the only physical damage so I look at the tank and im like please give me your energy and then I dont get any chakra from brotherhood so I kinda cry inside and TK has to go or be chnged in 6.0 if i see in a video that its staying the same I will break down and cry at my computer
    (0)

  3. 04-25-2020 05:24 PM

  4. #13
    Player
    Tyrius's Avatar
    Join Date
    Apr 2014
    Location
    Limsa-Lo-Minsa
    Posts
    98
    Character
    Tyrius Highwind
    World
    Famfrit
    Main Class
    Monk Lv 90
    Quote Originally Posted by Eliadil View Post
    Monk kinda needs more oGCD attacks tbh. I'm quite surprised that they removed Howling Fist in the first place, as it would have made Monk a bit more... "fun" to play.
    Give more abilities tied to the chakra I think. Or more ways to build them efficiently. Maybe, if you add an oGCD attack, make its activation grants one or two chakra ?

    Also, fist stances are cool and neat, but I'd like it if there was an actual incentive to switch them in a fight. Currently FoW is way better because it gives us speed up on attack and movement. Sure, peoples still uses FoF for the opener, but it's kinda lame to see a skill so important before get dumped to the first few seconds of your opener because it gets useless after that. And don't get me started on FoE...

    I do like the new Riddle of Fire tho, maybe add an attack at the end that ends RoF when used ? A bit like the lv80 Paladin spell ! Maybe make Tornado Kick consume the RoF buff and not Greased Lightning if used during RoF ? That would be really cool imo, and would reduce the numbers of useless skills without deleting them entirely.
    I agree I do wish they made switching stances a thing I always feel so cool when i start an opener in FoF then switch to FoW right before that 4th GL stack then..... just nothing sit in FoW the rest of the fight
    (1)

  5. #14
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,502
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Eliadil View Post
    I do like the new Riddle of Fire tho, maybe add an attack at the end that ends RoF when used ? A bit like the lv80 Paladin spell ! Maybe make Tornado Kick consume the RoF buff and not Greased Lightning if used during RoF ? That would be really cool imo, and would reduce the numbers of useless skills without deleting them entirely.
    The difference here is that under requiescat, you have a set amount of GCDs limited by your MP. RoF has no such restrictions and so depending on your GCD you could either end it too early or not be able to get Tornado Kick off. A better solution would be to have it be more like Life of the Dragon and Nastrond/Stardiver, so you can only use it under RoF, but it doesn't end it. Obviously, either way it is just copying another job and not adding anyting unique, which might or might not be an issue for some people.
    (0)

  6. #15
    Player
    Eliadil's Avatar
    Join Date
    Dec 2017
    Posts
    131
    Character
    Adrila Messor
    World
    Ragnarok
    Main Class
    Black Mage Lv 90
    Quote Originally Posted by Mikey_R View Post
    The difference here is that under requiescat, you have a set amount of GCDs limited by your MP. RoF has no such restrictions and so depending on your GCD you could either end it too early or not be able to get Tornado Kick off. A better solution would be to have it be more like Life of the Dragon and Nastrond/Stardiver, so you can only use it under RoF, but it doesn't end it. Obviously, either way it is just copying another job and not adding anyting unique, which might or might not be an issue for some people.
    I was thinking more of something in the lines of SMN's Dreadwyrm Trance, along with DeathFlare who ends the Trance when used. But your solution can work too, but needs to have a set cd on Tornado Kick, so peoples don't spam it too much. Or maybe so the goal is to have two TK in a RoF window, like Nastrond in LotD. But I admit that I prefer the first option, that isn't at least a copypasted version of another melee's kit.
    (0)
    Still not sure if Samurai's a tank who forgot that aggro was a thing or a dps that's way too much into it.

  7. #16
    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 Eliadil View Post
    I was thinking more of something in the lines of SMN's Dreadwyrm Trance, along with DeathFlare who ends the Trance when used. But your solution can work too, but needs to have a set cd on Tornado Kick, so peoples don't spam it too much. Or maybe so the goal is to have two TK in a RoF window, like Nastrond in LotD. But I admit that I prefer the first option, that isn't at least a copypasted version of another melee's kit.
    Honestly, that combination has always felt to me like an odd mixture of button bloat and latency-punishment ever since fast-Trance / Early Deathflare fell out of use. I hit this one button so I can later hit this other button that cannot be used except under button A and I want to keep for the last moment but often fails to go off if not used more than a second earlier than my duration would appear to fade.

    I'd far prefer the flexibility of Nostrond's design, especially since it doesn't waste a separate button just to activate its own in-window-only action, but would still rather see something more unique for a change, rather than more job-to-job copy-pasta.
    (0)

  8. #17
    Player
    wereotter's Avatar
    Join Date
    Sep 2015
    Location
    Ul'Dah
    Posts
    2,104
    Character
    Antony Gabbiani
    World
    Faerie
    Main Class
    Viper Lv 100
    Quote Originally Posted by Tyrius View Post
    I agree I do wish they made switching stances a thing I always feel so cool when i start an opener in FoF then switch to FoW right before that 4th GL stack then..... just nothing sit in FoW the rest of the fight
    Depending on how much the rework the job, I made a suggestion on another thread that might work with this....

    Was suggesting that both to address the issues of useless fist stances as well as the gutting of off global cool down moves, I'd like to see some method of implementing the blitz attacks Sabin uses in FFVI. And to that end.... they could have the attacks themselves change based off what stance you're in. Something like the same button will execute Fire Dance if you're in fists of fire, but would do Razor Gale if you're in firsts of wind.

    I'd even take something like one fist stance turns your off global cool down moves into lower potency AOE skills while the other is higher damage, single target skills (think like Garuda summon vs. Ifrit for summoners)

    Sure raid fights would still be largely just once stance, but even if there's a floor with lots of adds, or for running dungeons, you'd have a reason to more often use the other stance.
    (0)

  9. #18
    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 wereotter View Post
    Depending on how much the rework the job, I made a suggestion on another thread that might work with this....

    Was suggesting that both to address the issues of useless fist stances as well as the gutting of off global cool down moves, I'd like to see some method of implementing the blitz attacks Sabin uses in FFVI. And to that end.... they could have the attacks themselves change based off what stance you're in. Something like the same button will execute Fire Dance if you're in fists of fire, but would do Razor Gale if you're in firsts of wind.

    I'd even take something like one fist stance turns your off global cool down moves into lower potency AOE skills while the other is higher damage, single target skills (think like Garuda summon vs. Ifrit for summoners)

    Sure raid fights would still be largely just once stance, but even if there's a floor with lots of adds, or for running dungeons, you'd have a reason to more often use the other stance.
    Just locking specific moves behind the fist stances sounds like keeping them around as unnecessary bloat IMO, especially if it's going to lock skills from a new subsystem like Blitzes (I'm assuming there'd be some button input requirement there). Further it would just be annoying if they don't fundamentally change from what they are now and we had to slow down from GL4 to go into fire stance, or lose 10% damage and speed to go into earth stance.

    Making a single stance the AOE stance also just strikes me as trying to keep the fist stances around just to keep them. Monk has an AOE loop independent of the stances already, there's no reason to tie Monk AOE unless you're only goal is to keep the Fist Stances for the sake of keeping them.

    The Fist Stances should go, there's no point in keeping them around because they might have potential if that potential is never realized. I'll even go so far to say that the fist stances actively detract from the job's development at this point by continuing to get traits that do nothing, when traits could easily be added to other aspects of the job that also have potential.
    (2)
    Last edited by SpeckledBurd; 04-28-2020 at 05:23 AM.

  10. #19
    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 wereotter View Post
    Something like the same button will execute Fire Dance if you're in fists of fire, but would do Razor Gale if you're in firsts of wind.
    Atop that concept and ones similar to it, if we get rid of Greased Lightning as such, we could perhaps switch over to a granular resource (call it, say, "Ki") or the like which could then be consumed by the different stances, allowing the stances to be used as shared resource burst phases to be rotated between in a flexible manner. For instance, have this "Ki" resource be generated by relative potency dealt or absorbed. Using Fists of Wind gives additional means of spending Ki (e.g. Shoulder Tackle becomes Wind Spike, with a reduced cooldown which could be further "rushed" at Ki cost) atop a variable drain rate and passive benefits (e.g. Ki spent within the stance thus far steadily increases its drain rate and added Attack and Movement Speed). Want uber-speed immediately? Spam Wind Spike. But, your Fists of Wind phase will last that much less time. Or, we could just have Wind Spike offer added Attack and Movement Speed with each use, with each Wind Spike's consequent bonus fading individually, for even more control but less sense of a deliberate "Wind" phase.

    Of course, we'd also want to decide if stances ought to be able to be cancelled by swapping to another stance only, also by cancelling the stance, or only upon either Ki depletion or after one fails to sustain the stance through some relevant action. To give an example of that last option, we could have it so Fists of Wind automatically ends if you don't Wind Spike within X seconds, based on drain rate, so that you have the option to drop out of Fists of Wind early without what might seem like the bloated or mundane option of just turning the stance off.

    You could then keep "Riddle of X" on its 90-second cooldown, but able to interact with any of the above stances, either staying as the first stance used during the effect (or active when Riddle was triggered) even as one swaps to something else (if we go that route), or swaps its bonus with any later swaps.
    (0)

  11. #20
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,614
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    The more I play FFVII Remake, the more I'd love for them to borrow inspiration from how Tifa plays in that game. I believe it has been mentioned here before with Zell's limit break from FFVIII. Either way, I rather like the idea of a combo system that creates its own chain of "limits" you're supposed to unleash.
    (0)
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


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