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  1. #11
    Player
    Kolsykol's Avatar
    Join Date
    Jul 2015
    Posts
    3,024
    Character
    Aelona Chillwind
    World
    Lich
    Main Class
    Ninja Lv 100
    Quote Originally Posted by ssunny2008 View Post
    This is a new game and even the whole FF series had evolved over the years in kind of gameplay. Of course they could copy & paste everything, but it doesn´t mean that it fits the gameplay of a MMORPG. The subclasses are already "too close" to each other and play pretty much the same. Uniqueness is something what the games lacks completely especially since ShB. Having stuff like "no range", "ninjutsus" or "half range/half melee" is some kind it and let the classes play somehow different compared to the others.
    And yes, another topic, but i couldn´t care less about a "visual identity", when the skills i use are way more important and should get changed to "dumb down" the class once again. I totally understand the wish for a range attack, but as i said... SSS is a great tool and fits the class 1000 times more. It´s a clear NO from my side just for the case to pull an add out of nowhere.
    But it isn't really different, because everyone else except MNK has it.

    I think that the difference here I guess is that I define what makes Jobs unique and their identity a lot more based on what they have, not what they don't have.
    What makes NIN unique is that they have Ninjutsus, what makes MNK unique is that they're the fastest and has the most positionals etc.
    I don't think that anyone really would say that the identity of MNK is to not have a ranged attack.

    If we're going to make this argument that MNK not having a projectile makes it unique then why doesn't that same argument apply to other things then too like having a gap closer?
    Should the new melee Job for Endwalker for example not have one because not having one would make it '' more unique ''?
    I fundamentally disagree with that approach and think it's a really limiting approach.
    I think it just compromises it rather arbitrarily.

    And the only way I'd really buy this argument against MNK getting a projectile is if having projectile attacks was an actual core part of another melees identity and the other melees didn't have one either.
    But it's not.
    So MNK getting one doesn't interfer with the identity of the other Jobs and it doesn't somehow diminish MNK's identity really.
    I mean this same argument could be used too to argue against positionals for other Jobs too, why should others have it when it's more of a core part of MNK's identity?
    It just seems really weird to draw such a hard line with this for a relatively minor thing.

    Well, agree to disagree I guess.

    Quote Originally Posted by Morzy View Post
    You say it 'brings utility' yet you also state here that such fillers like a itty bitty ranged attack are often unused by
    players. So does such an ability bring utility if people also don't use it?




    It's not a kick, but the animation is literally stomping on the ground so you use legs nonetheless. It is similar to Howling Fist in that you basically hit the ground hard enough to damage things nearby.


    Personally I'm a fan of psychology myself so I can't help but think of the way the job itself behaves.
    I think Monk is designed for the player to be starved of action when they are not close enough to attack their target. If you could
    attack from a distance it might take away from your motivation to get closer.. And the thing is there's not much reason to NOT get closer with
    Shoulder Tackle because it has a fair range of 20 yalms UNLESS there's some AOE/mechanic that prevents you from getting closer.

    That being said, you'd like an ability that is only relevant when either your two charges of Shoulder Tackle are used up, don't have
    empty medication charges to juice up, and/or are unable to access the boss due to some AOE/mechanic. Personally
    I can't get behind this, and that might just be due to my own experience and feel for the job over the many years.

    I almost forgot about Touch of Death, but imo even the idea and meaning of that action enforces the idea that it's a deadly character to be near.
    A lot of people also don't use Second Wind, Bloodbath, Leg Sweep or the NIN shield for example.
    That doesn't mean that it isn't useful utility.

    The same way that if I am playing NIN, don't have Mudra's off CD and have finished a combo and I have to move away from the boss then throwing daggers are useful utility.
    Other people not bothering or not thinking about that doesn't change that.
    A lot of people don't even use the NIN teleport but it's incredibly useful and allows you to stay in combat for quite a bit longer if you use it correctly.

    In regards to the whole motivation to get closer thing, you're playing a melee so that's your motivation.
    And it doesn't seem to affect other melee players, you seem to be missing the point about why I think that a projectile could be situationally useful.
    It's not an argument about it being too difficult or whatever to close the gap what you're saying is in direct conflict with what I am talking about and the exact opposite situation.

    Edit: Or Mantra, I can't begin to count the amount of MNK players who don't use Mantra.
    It's still useful utility.
    (3)
    Last edited by Kolsykol; 03-26-2021 at 10:21 AM.