It's boring.
It's boring.



Thank you.. I keep hoping that monk will see the same kind of attention like machinist did... I mean it was a class with such cool potential but so many shoehorned abilities and managing everything in the wildfire window wasn't fun at all. Now, machinist is much better and actually fun to me although there are definitely areas where it could get some love, too. An overhaul like that takes time...I get it, so I'm kinda holding my breath because the dev team is already giving our damage scaling a do-over + 2 new classes + everything else, it just seems like a lot to fit into a few months. I guess I'm cautiously optomistic. I want to love monk again!


I think it's fun enough, I'm currently leveling and it feels good not having to either a) Constantly ramp up or B) mindlessly spam buttons between pulls to prevent yourself from loosing stacks. I definitely find it more fun overall to play then ninja, especially with all the constant moving you do to land positionals.


After greased lightning rework i really enjoy monk, before that it was just a pain to keep it up and then also lose it with tornado kick.



Might be Stockholm Syndrome... but now that it's gone I kind of miss it? Like I feel like the sense of urgency the job used to have is gone, and there's nothing left to fill that gap back in. Twin Snakes is a joke to maintain, and now it's really the only melee job without a similar buff to watch. Dragoon has its blood of the dragon, ninja has huton, and while about as deep as twin snakes now, samurai at both it's jinpu and shifu buffs (so one more timer than monk) to watch. I really hope that there's at least something to bring that sense of speed and urgency back, though not so parasitic as greased lightning was.
Monk has a fast GCD, and way more reliance on positionals (and thus managing RoE and TN) to offset that easier buff management. Its not like huton is much work to maintain, nor is blood of the dragon at max level. In fact BotD is just automatic, and not even downtime can stop you besides cutscenes. Its true that some of the urgency on monk is gone, but I think the job still feels fun and active.
Plus I have so many bad memories of losing GL in a dungeon. At least in trials and raids, you know when you are going to lose it, but in dungeons it varied a lot depending on the party.
I think the monk rework puts it in a good place for 6.0. It feels incomplete right now because it is. 5.4 was a bandaid, and you can see it in all of our vestigial skills, but it puts us in a place where the job can actually be built upon now. Doesn't mean 6.0 will be good necessarily, but I think monk has potential right now.
Don’t expect anyting from MNK.
Only disappointment awaits you.


MNK suggestion for 6.0:
-Every two rear-positional leaden bootshines will proc a "super bootshine" with a flashy animation and higher potency. They can implement this into the job gauge and will reward Monks for hitting their most important positional. This addresses the complaint that MNK doesn't "build up to anything" and is less flashy than other classes.
-Each PB phase will end with one of these super bootshines to replace the usual final bootshine. In order to prevent drifting and a snowball effect if you miss a bootshine, I propose that activating PB should reset your "bootshine stacks". Correct me if I'm wrong, but in your downtime between PB you should be able to do two of these super bootshines (six bootshines in total) and this PB will prevent you from having an excess stack going into your burst phase. This way PB always ends with your most flashy and satisfying move if done correctly.
Would any MNK players like a mechanic like this? I would love something along these lines for Endwalker to add to the satisfaction of the job and reward players for hitting positionals.




I'd like something to build towards like Polyglot or Shoha, especially in regards to positionals, but if it's just a bigger/stronger Bootshine, then no.MNK suggestion for 6.0:
-Every two rear-positional leaden bootshines will proc a "super bootshine" with a flashy animation and higher potency. They can implement this into the job gauge and will reward Monks for hitting their most important positional. This addresses the complaint that MNK doesn't "build up to anything" and is less flashy than other classes.
-Each PB phase will end with one of these super bootshines to replace the usual final bootshine. In order to prevent drifting and a snowball effect if you miss a bootshine, I propose that activating PB should reset your "bootshine stacks". Correct me if I'm wrong, but in your downtime between PB you should be able to do two of these super bootshines (six bootshines in total) and this PB will prevent you from having an excess stack going into your burst phase. This way PB always ends with your most flashy and satisfying move if done correctly.
Would any MNK players like a mechanic like this? I would love something along these lines for Endwalker to add to the satisfaction of the job and reward players for hitting positionals.
More emphasis on Bootshine is the last thing MNK needs. If the job receives a mechanic like this then it'd be better off as a separate weaponskill entirely.
Furthermore, your PB suggestion implies that you're doing nothing but Bootshine, no thanks, PB is already too similar to Inner Release.
Last edited by VentVanitas; 05-31-2021 at 08:43 AM.


Additionally, I don’t think there’s anything inherently wrong with Bootshine besides the fact that it’s a level 1 skill with a basic animation. This seems to be most people’s issue with the skill, but during the normal rotation it comes up once every two 123 combos. I do like seeing that big crit number at regular intervals in regards to the feeling of playing a fast paced hand-to-hand job tbh. A more flashy attack to build up to would make the job more satisfying however.
Would you maybe be in favor of this if you also had to hit the other two positionals correctly for the proc? (So basically your entire combo leading up to bootshine has to be positionally correct). And then PB could also be redesigned somehow. (It’s still a far cry from inner release imo with the weaving and positional switching).
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