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  1. #1
    Player
    IruruCece's Avatar
    Join Date
    Aug 2019
    Posts
    263
    Character
    Iruma Ceceyigen
    World
    Cactuar
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Remonade View Post
    What is this thing about the elemental fists players don’t like? It’s not like having it there takes away from anything, and I personally enjoy the extra defense.
    The extra defense is basically worthless by any measure. If you're speed running old content off sync, and you're dying to masses of mobs still, either your gear or your gameplay is at fault, and whatever mitigation is provided by Earth isn't going to offer a visible difference. You'd still be rolling faster by sitting in Fire and killing somewhat smaller groups of enemies then.

    This has been a problem with the job pretty much from HW on. I wasn't around as a monk during ARR so I can't speak to whatever utility the elemental fists had back then, but SE shifted hard away from it and never, ever, EVER adjusted the job's kit accordingly. From HW through to ShB, the dynamics of what elemental fists we used in combat saw ONE somewhat meaningful change... and then 5.4 nixed it entirely with the removal of GL, that being "open fights in fire, switch to wind when you get to GL3, then sit there for the rest of the fight/sit there until you need to re-open again because a cutscene/death took GL away from you."

    I can understand, to an extent, the removal of GL. They were designing content and fights that specifically hurt Monks the most in terms of performance, and lots of players do not like needing to reset due to circumstances beyond their control. They even acknowledged this in ShB by giving us form shift spam, Anatman, patching PB, and even a new capstone ability (six sides star) specifically meant to be used for disengaging before a boss phase change in the vain hopes that we would retain GL for long enough that boss would be vulnerable again and we could smack it with a combo finisher.

    But in the infinite wisdom of the developers, they made all those efforts on their part worthless because so many bosses include situations that more or less force the loss of GL anyway no matter how well the player does their job.

    There were ways to fix this without outright removing GL entirely. No matter how many times some players will claim otherwise, GL was a core part of the job. Core enough that it was worked with and around for the duration of the game up until now, core enough that SE focused a considerable part of our kit to help keep it going.

    Ripping it out and replacing it with broad potency buffs (that will likely be reversed come 6.0 and whatever awkward thing they insert into the job by then) and little else doesn't fill me with confidence that they actually know what the hell they want Monk to be. That GL could be turned into traits, yet elemental fists could also be reverted back to something even less interesting than before in the same patch suggests to me that there's next to no reason to expect SE to do right by the job and the few players who continue to stick with it despite everything.
    (4)

  2. #2
    Player
    Valkyrie_'s Avatar
    Join Date
    Jan 2016
    Posts
    33
    Character
    Lysithea Crestwind
    World
    Sophia
    Main Class
    Astrologian Lv 100
    I found it bizarre to see most monk mains loving the idea of making GL a trait.
    What i always loved about monk wasn't just the speediness, but the "ramp up" feeling it had, as well as the reward for keeping it going.

    I feel like they butchered monk identity when they made it too easy to keep your stacks with the GL timer increase, and making form shift a braindead skill that gives free GL timer resets.

    They should have kept GL hard to maintain, but also make monk the most damaging class of all the dps, so that it would reward players for playing well on a skillfull class.

    And what monk always needed reworked was not GL, but the fists, specifically FOF.
    They should rework fists to all give utility buffs, NOT dmg increase.

    Heres some ideas i have:
    FoW, movement speed buff and slightly slows the GL timer, using anatman while in this stance grants party movement speed for 5s after anatman ends.
    Required to enter GL4, but not upkeep it.

    FoE, def buff, and grants 1-2s of GL timer each time taking damage, using anatman while in stance will grant a party wide def buff.
    Dying while under FoE reduces the next weakness timer received by 10s.

    FoF, 20 yalm passive 5% healing & phys defense aura around monk, also turns Demolish into a conal aoe DOT and shoulder tackle into a sort of aoe that increases potency for each enemy passed through with the attack.

    Other than that, revert GL trait, revert GL timer, revert form shift, remove party dmg buff on brotherhood, make MNK the top damage dps again(or at least same as sam/blm).
    And finally rework riddle of earth and anatman to not affect GL and do something else.
    (2)
    Last edited by Valkyrie_; 12-12-2020 at 07:01 AM.