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  1. #1
    Player
    Ruiknao's Avatar
    Join Date
    Apr 2020
    Posts
    8
    Character
    Era Lerato
    World
    Cerberus
    Main Class
    Machinist Lv 80

    Monk - My Thoughts & Suggestions

    Hello, I've only made a few posts on the forums, but this is the first time I'm posting a thread. Please bear with me if I forget anything important.

    Monk has been my main job to play since ARR, but after Stormblood and up to now the job is less fun and feels more clunky to play, even a little frustrating in my opinion, which I think is a shame. I love Monk's themes and its core playstyle, but a lot of its abilities either clash with each other or go unused (Tornado Kick, Six-sided Star, Anatman, etc.). In fact, Monk hasn't evolved that much over the years when compared to Dragoon or Black Mage. I agree with a lot of posts suggesting that Monk could benefit from a rework, and after thinking about what could be done, I decided to put together a document that expresses my ideas and suggestions with some visuals. These suggestions are more on the level of a rework, so I doubt these could be implemented in a patch. However, I think they can resolve some of the problems that I think are part of Monk's gameplay, or provide some ideas on what Monk could have. At the very least, I would just like to share my thoughts on the matter and hopefully the document can give other people, or possibly the developers if they happen to see it, some ideas that could make Monk feel more fun and satisfying to play.

    I will leave the link for the document here and let it explain my thoughts and suggestions:
    https://imgur.com/a/MNKeu1E

    Please let me know if the link doesn't work, and I'll sort it out as soon as I can.

    EDIT: I didn't realise Google Drive was a bit awkward with image hosting, so I decided to host it on Imgur instead. Thanks for letting me know about that and hopefully it looks better.
    (9)
    Last edited by Ruiknao; 07-21-2020 at 01:32 AM.

  2. #2
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    I don't know if this is just a mobile thing or what, but when I open that it's so low res it's illegible.
    (2)

  3. #3
    Player
    Sora_Oathkeeper's Avatar
    Join Date
    Mar 2014
    Posts
    191
    Character
    Sora Oathkeeper
    World
    Phoenix
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by ItMe View Post
    I don't know if this is just a mobile thing or what, but when I open that it's so low res it's illegible.
    It's a mobile thing. On desktop it's very clear.

    Upon actually reading through a fair portion of it so far. I'm really liking the ideas in here, some of which are some I've talked about before too such as taking ideas from Tifa's FF7R gameplay as well as having the speed from GL be a passive.

    I really like the ideas you've used for the chakra gauge and it looks quite fresh. Honestly, reading it kinda got me excited for what MNK could be.
    (3)
    Last edited by Sora_Oathkeeper; 07-20-2020 at 10:11 PM.

  4. #4
    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 Sora_Oathkeeper View Post
    It's a mobile thing. On desktop it's very clear.

    Upon actually reading through a fair portion of it so far. I'm really liking the ideas in here, some of which are some I've talked about before too such as taking ideas from Tifa's FF7R gameplay as well as having the speed from GL be a passive.

    I really like the ideas you've used for the chakra gauge and it looks quite fresh. Honestly, reading it kinda got me excited for what MNK could be.
    Googledrive isn't great for hosting images, it might be worth OPs time to rehost it to imgur or something.

    As for the content it looks pretty good. Quite a bit of it is just consolidation of things that were discussed in some of the other Monk threads, I see a few things I've mentioned here and on reddit and the Blitz mechanic was something we talked about a bit in the 40 page thread. But frankly it's valuable in its own right to just be a consolidation of all that feedback into one place considering the other thread is over 40 pages now and there's at least a dozen more Monk feedback threads from Shadowbringers alone.
    (6)
    Last edited by SpeckledBurd; 07-21-2020 at 09:44 AM.

  5. #5
    Player
    FelixFaust's Avatar
    Join Date
    Jan 2014
    Posts
    5
    Character
    Maribel Mint
    World
    Leviathan
    Main Class
    Monk Lv 80
    A lot of though has been put to this and I like your ideas. Though it may seem to be a bit much for it to be implemented, I would love for it to become a reality.

    From, a fellow Monk Main since 2.0 release.
    (1)

  6. #6
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,557
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    While it does look good and you can tell some thought has been put into this, I hope you don't mind some feedback which comes from my initial thoughts when reading this. Personally, I feel it falls short on 2 areas that try and shape jobs. Those are keeping things simple and reducing useless actions.

    Personally, I think there is alot going on and granted, you never know until you actually play it, but it seems like there will be alot going on, with all the buff timers, memorising blitz's and chakra etc. This is a minor concern in the grand scheme of things though. The bigger oversight I feel are the useless/niche actions.

    To demonstrate this, I am going to use your Chakra system. To (admittedly) massively oversimplify things, you gain chakra, get 100% and open a chakra gate and up to 3 can be gained. The first concern would be the fact it takes longer to open subsequent chakra gates after the first, this is mainly from your meditation 1 and 2 traits. This then adds a dynamic in relation to the abilities you have for each level of chakra. I will just concentrate on the single target as it is basically the same as AoE. The skills are, 1. DoT, 2. DoT damage buff, 3. Pure Damage. The concern here is you put up the DoT, then what. Do you go after the DoT buff, bearing in mind you have to take into consideration that you have to have 2 gates and then be close to another one so you have time to use the DoT buff, or do you just go for pure damage and how does this interact with the fact it takes longer to build up higher levels of gates. Without knowing exactly how it will play out the concern here is it is too complex to figure out what is optimal. However, this is just the icing on the cake. You then mention Star Shower. I understand this is meant to be a gauge dump for end of fight or similar, but it falls into the same trap as current Tornado Kick. You did mention this, however, no other ability actively punishes someone n a negative way because they pushed it at the wrong time.

    The bigger one comes with blessing of fire, increasing damage based on open chakra. This then makes the puzzle of do I use 1, 2 or 3 chakra even more complex and if done wrong could lead to, it's better to keep the damage buff than use chakras. But again, it is actively punishing players for using a resource that is intended to be used. I hope I have made it clear that I feel this is just a mess of individual ideas that don't seem to work together well.

    A small point on Blitz. You have it so that there are 7 individual blitz abilities, however, most are useless except in levelling when you do not have them all. It is also a window that is > 20 seconds long, which feels like a long time for something that feels like it is meant to be used as a burst window. While I do like the idea of Blitz's, I don't think this implementation quite fits. Bear in mind you will also be dealing with Chakra and the intricacies involved with that during this window as well.

    Overall, each individual concept seems like a good place to start building ideas, however, as a whole, I don't think it would flow well either. I have this feeling it would feel like 2 different teams made separate mechanics and they decided to just throw them together and hope they work rather than make the mechanics work together. I'm not going to comment on your enlightenment ideas as I think chakra and perfect balance are enough, however I do like the idea of attaining a state where you are just in tune with yourself which allows quick attacks to occur.

    Again, this is just how I feel, others may feel differently and I hope you don't take this as me attacking you or your idea, rather as feedback to potentially change/redesign your ideas based on feedback. I just want Monk to stand out and be great again and not potentially be another concept that falls short of the mark.
    (3)

  7. #7
    Player
    Sqwall's Avatar
    Join Date
    Jun 2013
    Posts
    844
    Character
    Sqwall Lionheart
    World
    Diabolos
    Main Class
    Warrior Lv 100
    I love the ideas you put on paper. Monk can be broken down into 3 linchpins resources.
    I like your thoughts and ideas and what SE should do next expansion honestly!

    This is what I think needs to be done CURRENTLY to fix monk.

    Monk Resources:
    -chakra (resource)
    -Greased Lightning stacks (resource)
    -Critical hit RNG (used to gain chakra) With TP gone I feel this was SE's fix. Use critical hit's to gain chakra. Should have never done this, by forcing players into a crit build. Using critical hits as a resource?!

    Fixing current Monk until expansion I think should start with and then move into the ideas you have laid out:
    -removing positional's for all skills besides Dragon kick, Bootshine. Earth's reply will help with this.
    -remove the RNG aspect of the class attached to crits
    -Perfect balance just gives us 3 stacks instantly (find good cooldown)
    -anatman changed to 3sec channel skill, and allows you to move after the channel is done. You don't lose your stacks for 8 seconds, prevents stacks falling of with Tornado Kick.
    -six-sided star procs off of tornado kick to grant 1 chakra
    -tornado kick grants 1 chakra, lowers anatmans cooldown by 15 seconds
    -Dragon Kick gives 1 chakra
    -Bootshine gives a 1 chakra, with Leaden Fist
    -Rockbreaker gives a 1 chakra, with Twin snakes buff
    -Demolish gives 1 chakra if the target already has the DOT. (refresh the DOT get a chakra)
    -Brotherhood gives a raid wide buff that increases critical chance by 10% for 10 sec.

    -Now perfect balance should line up with tornado kick for getting back in the action following tornado kick. (basically like ninja's kasattsuu)
    -Six-Sided Star lines up with tornado kick refreshes GL and grants a chakra when procs off of tornado kick.
    -Anatman is great if perfect balance is on cooldown, or a boss jump phase, and Tornado Kick now pushes the use of Anatman since it lowers cooldown.
    -Form Shift now is a perfect linchpin for resource management, and now keeping stacks is focused on one skill versus 5. Albeit doesn't give you leaden, or twin snakes buff. But it's your go to for keeping your stacks if Perfect or anatman is on cooldown.

    This should line up with Monk's burst damage: Anatman>Riddle of Fire>Brotherhood>Forbidden Chakra>Tornado Kick>Six-Sided Star>Tornado Kick>Six-Sided Star>Perfect Balance

    So the battles will feel structured for Monk much better. The ability to use forbidden or enlightenment more often off of your normal combos with guaranteed chakra if you use Dragon Kick, Bootshine with positional's.

    I want your ideas for Monk, but I think we SE needs to fix monk now versus a COMPLETE overhaul. Great Ideas man, good job!
    (1)

  8. #8
    Player
    Heidrek's Avatar
    Join Date
    Jul 2020
    Posts
    6
    Character
    Heidrek Warsong
    World
    Mateus
    Main Class
    Monk Lv 80
    A lot of ideas I was thinking up to throw into the big thread were covered here. I'd have no idea what the numbers would look like nor how it would play out in practice but it hits on all the points of potential that we all see in the job. Great work!
    (1)

  9. #9
    Player
    VentVanitas's Avatar
    Join Date
    Feb 2020
    Posts
    676
    Character
    Seiko Hanamura
    World
    Kujata
    Main Class
    Black Mage Lv 100
    There are a lot of things that I like and don't think would translate well into gameplay, but that doesn't compare to how impressed I am from the sheer effort that went into making this, well done my good man. Regardless of how much I like it or not, it's clear you understand MNK's problems deeply and have read a large amount of the 40 page thread and I salute that dedication.

    Dev team, take notes. If people are willing to make entire hypothetical kits just to fix a job, then there's something wrong with the way you're handling it.
    (1)

  10. #10
    Player
    xxvaynxx's Avatar
    Join Date
    Oct 2013
    Posts
    687
    Character
    Oniwori Kiyuromi
    World
    Balmung
    Main Class
    Samurai Lv 100
    I can tell you did a ton of work in this. Great job! if you can, you should go ahead and add this in the already massive mnk feedback thread as well as the devs said quite a bit of time; Its easier to see feedback in a single thread that said. I really like your idea's and something the devs should keep in mind if they rework mnk next EP.
    (2)

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