Quote Originally Posted by Powercow View Post
I was kickin' around an idea, it aint perfect but it'd be a damn sight more interesting than what we have now.

The Forbidden Chakra, Enlightenment, Tornado Kick, Perfect Balance, Shoulder Tackle and Anatman are all redesigned. The Fist of Element abilities are removed because they're useless. Make Fists of Wind a passive if it's so important.

So Chakras get split into the Light and Dark chakras from our job quests. Also we have a max of 7. (Why did they make such a big deal about 7 chakras of Light and 7 of Dark and then give us 5 of Yellow? Ugh.)

...

Lastly, re-add Riddle of Wind as its own button, a 2 minute cooldown that increases the range of your melee weapon skills to 20 yalms for 10 seconds. The ultimate disconnect move to make up for the inability to generate chakras off a target. Your autoattacks will not continue if you move out of range, and your oGCDs most likely won't reach, so you're still losing a lot of damage but you're not entirely helpless. Or add Chi Blast which gives 1 chakra of each, but that feels way too similar to Ninja and Samurai's generic ranged filler move. SSS will stay more or less the same as-is, but now it has a more distinct role without manual chakra generation. Riddle of Earth could do with some tweaking but I'm not sure on how to get that working. Personally I'd remove the no-positionals thing and just make it a pure defensive skill of some sort, but I know a lot of people want it to keep the anti-positionals functionality it has now.
I'm really late to this conversation, but I think these are really cool ideas. I would only have a couple of changes:
- Riddle of Wind: I'd like this to just be a 10-yalm skip back.
- SSS: I think this should replace Form Shift. Reduce the potency to 270 (or buff it to 280), give it a normal GCD recast, and then it gives a single stack of Formlessness. You can open with it, use it as filler to prevent oGCD drift, etc.
- as far as ranged attacking goes, the Fist Stances could stay but change to the following: Air stance could increase the range of your melee attacks from 3y to 10y, for when you're forced back; Earth stance gains "You ignore positional requirements against enemies for which you have enmity", becoming the stance for solo play; Fire stance remains unchanged, still being the default stance you want to be in. The idea here is that Air and Earth stance become niche.

But I REALLY like your Light and Dark Chakra idea, and really like the notion of overcap protection.