Quote Originally Posted by Carstien View Post
These are well thought out changes, can't dispute that but for me they would mostly be uninteresting. Sss and tk have niche uses right now but removing those uses so you can have an extra button solves nothing. I like the chakra change but not the brotherhood one, I like being the theme and feel of the skill and for every time I get very little chakra there is another time where I get lots.

Likewise why take the tight timing requirement from pb and replace it? Gearing correctly so you can hit 6 actions and timing your cast so you don't press too early and waste time is a part of optimisation that your change would remove. While monk has problems it's at least in a place where optimisation feels satisfying due to the difficulty of some parts, I wouldn't want to go back to easy street.
Yes, SSS and TK have uses, but they aren't even good at their own niches because of how specific and overall meaningless they are to the kit. They are capstone skills, they should be apart of the main rotation like a lot of others are and especially because MNK is so visually boring without being able to use them. There is no point to having them interact with GL anymore because all we need is Form Shift. I seriously have no idea why anyone would bother with keeping those ridiculous caveats and restrictions to skills when NO OTHER class has them for their own. It's a stupid idea and it needs to die.

It may be just a quick band-aid fix that won't solve anything in the long run (which is the intention of the OP as they're supposed to be minor changes to tide us over until a proper rework), but it's leagues better than what we have to put up with now with it's 6 weaponskill monotony every 2 minutes or so. Having independent GCDs on cooldowns gives us a buffer to move into positionals. It's why many MNK players are still sore about the removal of Touch of Death/Fracture.

I am aware that current Brotherhood is one of the few skills that actually adheres to Monk lore/canon in how it functions. But there are better ways to achieve that than by making MNK so dependent on specific team comps and RNG. By all means, I would like a skill that has both lore consistency and good play feel. But being at a disadvantage by default when other party members aren't is bad game design, especially when other jobs don't deal with this problem as much as MNK does. I hate not having full capability of the job just because of both luck and not having DNC, or DRG, or SCH in the party. Those are things outside of most players control. It's why SE has taken efforts to tone down synergy between jobs.