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  1. #1
    Player
    VentVanitas's Avatar
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    Feb 2020
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    676
    Character
    Seiko Hanamura
    World
    Kujata
    Main Class
    Black Mage Lv 100
    It was nice to see this thread after a near week of nothing but vitriol for the rework. Even if they still don't know what to do with the job, they're going to have to force themselves to finally think of something substantial in 6.0 since they can no longer churn out boring GL skills. A lot of people want to see Tifa inspiration, but in my opinion I think they should look to the OGs, I want to see Sabin skills personally and no, not just because of a suplex. It would be nice to get some actual iconic, traditional Final Fantasy Monk attacks like Aura Bolt, Rising Pheonix or Bum Rush.

    Speaking of, I'm 100% certain there's a way Blitz can be introduced into the game without working as a copy of Mudras or forcing a pause in damage/rotation.
    (4)

  2. #2
    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 VentVanitas View Post
    It was nice to see this thread after a near week of nothing but vitriol for the rework. Even if they still don't know what to do with the job, they're going to have to force themselves to finally think of something substantial in 6.0 since they can no longer churn out boring GL skills. A lot of people want to see Tifa inspiration, but in my opinion I think they should look to the OGs, I want to see Sabin skills personally and no, not just because of a suplex. It would be nice to get some actual iconic, traditional Final Fantasy Monk attacks like Aura Bolt, Rising Pheonix or Bum Rush.

    Speaking of, I'm 100% certain there's a way Blitz can be introduced into the game without working as a copy of Mudras or forcing a pause in damage/rotation.
    While I agree that this is a good start, I can sorta get why people would be disappointed or concerned for the future.

    The mere fact that it was called a rework at all comes with quite a few expectations as to how extensive it will actually be in terms of fixing issues. I'm certain the amount of effort and manpower that went into this was extensive due to how many parts of the kit had to change, however Monk had and still has a ton of issues and the number of those issues this addressed was relatively few. Just to name a few, chakra overcapping is still an issue, Chakra being RNG at all is itself an issue, Monk's mobility is still arguably the worst of the melee, Six Sided Star having a sprint didn't fix that and nor did the sprint make it any less lackluster as a capstone skill, Perfect Balance being used to spam Leaden Bootshine doesn't feel good and works poorly with how short Twin Snakes' timer is, and the Fists they're still wasted design space that may as well be a series of traits or eliminated. The rework actually exacerbated some of these problems, particularly Chakra overcapping and our Riddle of Fire window now having even more required weaving in it for how little slots we have to weave oGCDS even before Forbidden Chakra procs.

    The other thing is that when they announced the 5.4 changes, they said that Monk was going to be reworked because it couldn't wait until 6.0. Now that the rework has been implemented, I think the best most anyone has to say about it is that it's a good foundation for rebuilding the job in 6.0. While some improvements were made, we're still essentially in the same position where we were before the rework happened: hoping that they'll fix a huge number of problems at a future date. And for a lot of Monk players, this is the second or third time they've been in that position. I think there's a very real fear that a 6.0 rework will just be them rereleasing 5.4 Monk without addressing the remaining longstanding issues because the developers have just... done that twice now with Monk. Once bitten, twice shy and all.

    Not to say this isn't a small improvement on where it was and it's got more potential than it did before. There's more room for them to expand on the job in the future since at least some of the chuff has been cleaned up and there isn't a chance for them to make another two skills to upkeep Greased Lightning provided you jump through a given hoop. But this can't be where the devs leave it for another expansion like they've done with Monk in the past.
    (5)
    Last edited by SpeckledBurd; 12-14-2020 at 09:21 AM.

  3. #3
    Player
    Guesswhat's Avatar
    Join Date
    Mar 2015
    Posts
    557
    Character
    Aira Comet
    World
    Odin
    Main Class
    Pugilist Lv 100
    If giving in to the lowest common denominator is a great start, then, sure, great start.

    Monk is currently nothing; not sure how that is a start to anything. It's like calling a clean canvas a great start. Or wiping out your artwork with a single color and calling it a great start/rework.

    I'm exaggerating, a bit, yes.

    GL should not be traits; there are far greater methods of reworking this. For example: include Axe kick like it used to be in PvP, which could be used as a "I f***d up" button that instantly gives you full GC. But would mainly be used to include tornado kick in your rotation.
    (1)

  4. #4
    Player
    SpeckledBurd's Avatar
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    Oct 2016
    Location
    Ul'dah
    Posts
    708
    Character
    K'ahli K'uhla'tor
    World
    Balmung
    Main Class
    Monk Lv 100
    Quote Originally Posted by VentVanitas View Post
    Speaking of, I'm 100% certain there's a way Blitz can be introduced into the game without working as a copy of Mudras or forcing a pause in damage/rotation.
    There was discussion on that in the 70 page "Monk needs a Rework" thread.

    Essentially it would lean into Monk's Form based combos since there's still a ton of design potential there. Perfect Balance can be changed so it has the additional effect of allowing the use of a finisher should the proper sequence of three Weaponskills be used (which you still execute), with the sequence corresponding to the Form you'd normally need to be in to use the skill. So if a theoretical input was Coeurl>Raptor> Opo Opo to finish with a suplex, you'd use Snap Punch>Twin Snakes>Dragon Kick.

    Even if they make major changes to Chakra so it's no longer RNG based as well as its other whole host of issues, which is still necessary considering Chakra is pretty much the worst designed mechanic on a DPS at the moment, they'll still need to add something else. Any gauge that just passively builds needs to have something complementing it in order to not be boring, it's why Kenki/Ninki aren't all that Samurai or Ninja have as far as mechanics go.
    (0)

  5. #5
    Player
    VentVanitas's Avatar
    Join Date
    Feb 2020
    Posts
    676
    Character
    Seiko Hanamura
    World
    Kujata
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by SpeckledBurd View Post
    There was discussion on that in the 70 page "Monk needs a Rework" thread.

    Essentially it would lean into Monk's Form based combos since there's still a ton of design potential there. Perfect Balance can be changed so it has the additional effect of allowing the use of a finisher should the proper sequence of three Weaponskills be used (which you still execute), with the sequence corresponding to the Form you'd normally need to be in to use the skill. So if a theoretical input was Coeurl>Raptor> Opo Opo to finish with a suplex, you'd use Snap Punch>Twin Snakes>Dragon Kick.

    Even if they make major changes to Chakra so it's no longer RNG based as well as its other whole host of issues, which is still necessary considering Chakra is pretty much the worst designed mechanic on a DPS at the moment, they'll still need to add something else. Any gauge that just passively builds needs to have something complementing it in order to not be boring, it's why Kenki/Ninki aren't all that Samurai or Ninja have as far as mechanics go.
    Funny you mention this, because ever since I made that message I've been scouring the forums for ideas and suggestions on Blitz myself. And you're right, most discussions on it seem to boil down to making Perfect Balance the catalyst for Blitz and I can very easily see why. Being able to execute any form skill in any order, as well as the forms themselves being the way they are, it almost makes too much sense. Although I of course realise it is also because that players wish to see PB become something more involving and Blitz is an answer to that. My only minor nitpick about something like that is that it seems more like another effect of PB rather than a job unique mechanic. (Unless PB was made a shorter cooldown to be more frequent. Perhaps 2 charges of PB with 3 stacks, rather than having 1 PB and 6 stacks? Just spitballing) I have made my own sheet detailing on another possible route for Blitz as a rough concept but it is far too undeveloped to be worth sharing nor do I have confidence that it'd work better than the current popular idea of Blitz anyway.

    That is if SE will even consider Blitz as it is for 6.0, seeing as how MNK has never had anything resembling its franchise counterpart in its kit. (unless you really want to count a handful of things that only share names with stuff from past games or Somersault, which has been removed from the game) They were barely able to think of a way to get Dualcast in the game, let alone other class-famous gimmicks.
    (0)

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