I don't think until Shadowbringers I've ever felt like there's anything fundamentally wrong with Monk; I'd merely wished they had a tiny bit more polish done.
In ARR, I had wanted to see...
- GL to fall off one stack at a time,
- GL to grant movement speed equal to its Attack Power buff,
- PB's cooldown reduced a bit (e.g., to 2 minutes, down from its then 3 minutes),
- the Fists stances made more significant, such as by having Fire inflict an Ignite-style (ramping) DoT from damage dealt, Earth generate damage absorption from damage dealt, and Wind to also further bump Attack Speed (making it favorable for rotational realignment between oGCDs and DoTs, but otherwise used over Fire only for bonus mobility),
- and for TP and MP ticks to each be reduced by 20% but then to tick at a rate equal to one's GCD (net neutral baseline, but mostly negating the resource inefficiency of Skill/Spell Speed).
In HW, I had wanted to see...
- GL to instead remain at a 10s timer (but to, again, fall off one stack at a time) and retain the Demolish-animation-exploit by which to effectively extend it to almost 12s only with proper timing (those who kept GL up in T9 will likely remember this),
- PB's cooldown reduced a bit more (e.g., to 90 seconds),
- Chakra to be passively, granularly generated over time spent off the GCD at 40% of a TFC per GCD's time (freeing up the button and making it far smoother),
- Form Shift to be passively generated per .5 seconds (i.e., the queuing period) less than a GCD's time spent off the GCD, allowing access to a further form's skills without losing access to the current form (thus saving a button and removing the need for FS spam into Coeurl form between pulls/packs),
- The Forbidden Chakra to be usable at any amount of Chakra, for nearly proportionate potency (slightly favoring usage at Chakra cap so as not to have people spamming it constantly and therefore not needing to know when the next boss jump would be),
- Tornado Kick to be usable at any GL level, at nearly proportionate potency and a 4-GCD cooldown or less, rather than a rigid 10 seconds,
- for Tornado Kick to be just barely potent enough to be used rotationally if within buff windows before Coeurl into PB (though it'd still usually be held just for finishing off a dangerous mob or forcing a phase-shift).
- and maybe Elixir Field not to be just a generic use-on-refresh AoE oGCD, perhaps instead being built up by Chakra spent (as a sort of mirror to The Forbidden Chakra),
And, by 4.3...
- GL again stays at 10s (see above, and remember that the suggested Fists of Wind offers a further ~10% Attack Speed to compete with Fists of Fire outside of high potency-per-execute GCDs or oGCD-laden periods),
- Deep Meditation built off raw potency dealt, instead of a % chance (since the above HW version of Chakra is already granular, more like a 0-100 gauge, you'd just get 1 gauge per every X raw potency dealt),
- Touch of Death retained, but perhaps as something not quite so front-loaded (and instead mostly as soft-CD access to a positional-less skill),
- some native alternative to Fracture returned to provide a second positional-less action every so often alongside Touch of Death (or, an early version of SSS that has at least situational rotational usage for alignment -- remember, we've already saved two buttons by making Form Shift and Meditation smoother and more intuitive),
- Arm of the Destroyer retains its AoE silence at lower potency, but adds to it a (DR-less) pacify,
- Riddle of Fire and Riddle of Earth would remain even if you left their stance,
- Brotherhood made to affect all damage and be generated by both attacks and spells (but half that damage-increasing effect and proc chance would be split across all allies, as to make Monk less dependent on a full party / to buff Monk's solo and light-party play),
- Earth's Reply removed and Riddle of Earth, itself, made to grant the further mitigation,
- Riddle of Earth made to freeze GL drain until 5s after your next attack (to a maximum of 15 seconds' hold) and grant up to 3 stacks of GL based on damage absorbed (making it a TK-generator, so to speak, rather than merely redundant given TK), with overcap adding duration above the normal maximum, at 6s per overcap stack (yes, this may slightly balance Monk around incoming damage, but since such damage is the rarity, the cost would be minimal despite the notable flavor when taken advantage of),
- Wind Tackle, itself, made to grant Greased Lightning and deal the potency previously given to Riddle of Wind,
- Riddle of Wind made to deal no potency (only to dash and stun at no DR, atop perhaps increasing your dodge chance against the next attack against you at an amount inversely proportionate to would-be damage taken) and made available whenever your Tackle skill is on cooldown (appearing in place of the on-cooldown Tackle skill until that skill is within its queuing period of refreshing its CD), though it'd force you into Fists of Wind on use (just like the other Riddles),
- Fire Tackle to have some bonus effect, such as by detonating Fist of Fire's DoT (see ARR) to double-dip into damage windows, as the detonation would itself apply further Fire DoT from its damage (and perhaps also be AoE),
- Earth Tackle to push you back up to 15 yalms (to pathable limits; cannot fly off cliffs) if within the target's hitbox and the target (e.g., a boss) cannot be pushed back, thus able to act as a backstep,
- and Earth Tackle to apply damage suppression onto the target based on damage dealt, giving it some raid utility in keeping with Fists of Earth itself.
While those are a lot of small changes, they're all pretty fine and work from the fundamentals given. It's a mere matter of polish, rather than fundamental revamp.
As for Shadowbringers...
- You do not introduce Anatman as a GL freeze. There is no such need.
- You do not lock GL4 to Fists of Wind. (You may, however, wish to use it as a variable-duration mode charged by Chakra spent, though this would further back-load Monk a bit and would require a very faint compensatory bump to Monk's sustained DPS.)
- You do not increase the cooldown of Perfect Balance.
- By all means, do offer Enlightenment as an alternative to The Forbidden Chakra, but likewise make it a granular spender.
- If you are going to add a further mechanic for notable flair, it should be neither (A) restrictive nor (B) redundant.


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