I got to 80 on monk thinking the combos would all come together like dragoon and I'd love it, but they never did. :c
I was so thrown by the combo design that I promptly dropped the class.
I even asked other players and watched guides, but just couldn't lose the feeling that I was mediocre at best, which did not feel good.
No, I didn't spend much time trying once 80, but I DID level from 1 to 80 and never lost that "wth am I doing? More bootshine!?" feeling.
Last edited by Drkdays; 09-06-2021 at 10:44 AM.
I used to use it in Antitower to remove the damage up buff from the enemies there... but yeah. It really was a useless skill.
I only regret its removal since now when I played through the game again with a new friend, the Heavensward monk quests, the miquote girls no longer ask you the use of the skill, implying even the developers at the time knew it wasn't very useful
A job needs to not just satisfy those who already play it, but have broad appeal. A job that makes 12 players over the moon happy, but most players who try it with a desire to enjoy it but don't, is a failure. It doesn't need to make EVERYONE who 'wants to be a monk/blackbelt' happy, but it needs to make most people happy that this is the game's representation of that trope.
This is out of line with how most people engage with MMOs. Thematic identity is a HUGE selling point of games which offer it in general and why class/faction systems exist that merge mechanical and thematic identity in the first place. Abstract games exist, but MMOs are about as poorly suited to being an abstract game as you can get because the entire point is that it is an attempt to create an immersive experience where you inhabit a fantasy idealized identity. Saying that the thematics are 'just there to be there' counters basically everything we know about Ludology. If this didn't matter, people wouldn't be buying job crystals or commissioning art of their character doing job stuff, or making memes about jobs or gushing over DRK's story.
Job satisfaction polls for SAM and BLM are both extremely high, and the devs themselves have said they think Black Mage is pretty much 'perfect.'
There is a reason everyone loves BLM memes, but Monk memes don't exist. Memes might not be the first thing you think of when you think of a success metric for a job design, but it means people CARE about and LIKE Black Mage's identity even if they AREN'T playing it. This is going to be the primary success metric of a class in most games.
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You seem to be imagining I am saying 'Dumb Monk Down.' But I am not. I am saying Monk lacks any broad appeal (or, lets face it, much niche appeal).
So, to bring it back to the context of "Jobs need to be appealing even to people not yet playing them": You don't need to understand Monk to understand it is has very serious problems and is a failed job design, because jobs aren't just for the people playing them, they are (expensive) advertisements for the game getting people excited to live out a fantasy of some sort, and usually if a lot of people go 'eww stinky' to a job it means there is a real issue: Outsiders are bad at pointing to solutions problems (ex: Positionals on monks, Egi's preformance on SMN) but they are really good at noticing the problems (Monk feels empty and actively player hostile, Summoners don't feel like Final Fantasy summoners). Getting upset that an outsider explains why the job feels wrong to them is actively self destructive and petty.
You saw what they did to Machinist. Being in denial about the importance of mass appeal and community perception of a job won't change the reality of the job as it stands. They will absolutely nuke Monk as a job entirely if people broadly think it is trash and complain about it because the mass perception of the job is more important than how a very tiny group of players (who clearly don't like the job as is anyway!) feel about it.
Last edited by dezzmont; 09-06-2021 at 05:36 PM.
Define '' broad appeal ''.
I don't think that's true, a Job can be niche but it gotta be for a good reason.
As in doing something rly good that might not appeal to most people.
I don't think that MNK rly does that, that's why it's a problem.
Sure, you don't need to fully understand MNK to know it's poorly designed, but people (and by extension SE) not specifically knowing why the job is bad is what pretty much led us to this point. You only need to look at the first two pages of this thread to see this.
Last edited by VentVanitas; 09-06-2021 at 08:11 PM.
FF14 has a bunch of classes to get used too. Having some niche classes isn´t a bad thing. That there are actually niche classes at all IS because we´ve a wide selection even with the homogenization of subclasses. The "perfect" BLM is a niche class too, so how if it´s so perfect designed?!
First of all, ppl who don´t even play a class properly shouldn´t come up like "pls change". The experience is not existend. It´s not like positionals are part of the game since its beginning and nothing SE experiments with since yesterday. MNK in its design isn´t that poor, it´s just not completely standard as SAM is for example. The loss of GL just made this job an off gcd button smasher.
And while we´re at this point:
SAM - It´s a standard melee class. Long buff durations, 123 combo and a burst skill. The only thing which makes it even feeling like playing a SAM is Midare. The rest is just "pew pew" and could be any class with a sword, spear, whatever. Midare at this point might be even the biggest reason why it´s a popular class. The damage output is top tier and the feedback is real. But does SAM has a real soul or unique class aspect? It doesn´t in my eyes.
BLM - Still niche but "perfect"? It doesn´t fit, does it? Why shouldn´t BLM be changed, when it´s the least played class next to MNK? What´s the point?
Away from the fact, that BLM is probably the only class with different spells / rotations each expansion. It just fits the vision of a badass caster. SMN on the other hand shouldn´t even be called a mage and RDM, hmm... don´t know what it is?
Just because ppl see a design issue by themself, doesn´t mean that there is an issue. A lot of class changes, GL, Tanks, MCH, AST or whatever have been made to simplify the game, not because everything was a real issue. It´s just how ppl got used to it, got bored, were too lazy to learn a class completely or had content given troubles like the good old "range advantage" or "losing GL in a dumb cutszene we´ve to watch over and over again". And there we even see the biggest advantage of a BLM. It can be played in any content properly. It´s not always 123 with off gcd´s and you´re getting highly rewarded for playing well. This difference got pretty much eliminated on a lot of classes. MNK is the only melee left where positionals make up more than some little percentages.
And again, we all have different tastes and there is no reason to "kill" classes with that amount of selection. At any time were ppl who liked class X like it was at patch X while others disliked it for some reason.
About the themes / aesthetics...
The game should´ve a theme yeah and it has one. Classes on the other hand should be unique, different from each other and fun to play. Just have a look at DRG. Is there anybody who don´t likes to be that badass dragonrider out there? I guess not. But is the gameplay real fun? It´s imo the most boring combo class and the jumps cause more issues than anything else in different boss fights. Pressing a button to get animation stucked or to die isn´t a great design and it doesn´t even represent it well to be like Estinien or whoever.
Another thing is when you start the game. You choose a class you don´t know really much about, not the themes, not the aesthetics, nothing. Until level X there is like a 1-3 button gameplay. It´s far away from being fun or engaging and hold a lot of players away from this game too.
Man we could talk all day long about all the flaws in the gameplay design.
It just doesn´t make sense to change classes to cater 3 more players who won´t main the job anyway or who just run aoe spamming dungeons. Especially OP doesn´t know anything real about MNK based on his claims / questions in other threads. I for myself could even go into any other thread about RDM, SMN, BRD or whatever and write down the same.
And given to the standard examples we could even argue like "Why is MNK not like SAM?", "Why is SMN not a BLM?" etc... Why do even classes exist, which are a totally mess in their core? Because there are still 3% of all gamers who enjoy it as it is and this is surely a number we can agree on any class with. Everything above probably change classes based on the meta or mind anyway.
(Classes are no mess just because the same 100 ppl claim it day per day, when the game has millions of players.)
Broad appeal, broadly speaking is Gaming biggest cancer. In order for games to be as versatile and lucrative as possible they need a base game that pleases everyone, which usually fails to engage.
Audiences rather have quick gratification rather than to work and progress, hence why mobile apps are popular. Going back on topics the worst outcome is for all jobs to be homogenized and accessible to the point of it being appealing to a broader audience, this takes away their identity as individuals and waters down the gameplay to shallow ends, until they decide the trials and mechanics need to be “broad”
Me, right here. >->/ *raises hand* I very much and much serious hate the FFXIV "Dragoon".
It does not even deserve to be referred to as Dragoon, and is just a mere Dragon Lancer... The game-play of Dragon Lancer is fine enough, the Subclass could be a lot worse in design, but the moment I realized that the Subclass is Dragon Lancer, and not Dragoon, I never played it again and I will never play it again; as I felt and still feel much disappointment and hate towards the subclass's aesthetic being Dragon Lancer, instead of Dragoon.
I never complain about it in the forums, though.
A real Dragoon in FFXIV would be absolute not possible, to my disappointment, so there is naught to say about the matter...
That aside, I agree with Dezzmont. And, I both think and feel.. that the aesthetic and identity of a Subclass is just as important, if not more important, than the game-play of the Subclass... The identity and aesthetic should come first, and then the game-play design needs to fit and match the aesthetic
and the identity.
Monk... I feel has a identity crisis, similar to several other Subclasses. Its game-play does not match its identity, is the first and main issue, while the second issue, to me.. seems to be that different people have a different opinion on what the aesthetic is, and how that ties into the identity, while the game-play itself is also a mess and does not fit well...
Last edited by Anahlise_Auhn_Giinslai; 09-07-2021 at 06:38 AM. Reason: my OCD, do not mind me.
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