Page 26 of 40 FirstFirst ... 16 24 25 26 27 28 36 ... LastLast
Results 251 to 260 of 397
  1. #251
    Player
    SpeckledBurd's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    708
    Character
    K'ahli K'uhla'tor
    World
    Balmung
    Main Class
    Monk Lv 100
    So having now played it up to level 87 I'll throw out some of my thoughts on it.

    Once you get over the mild hurdle of wrapping your mind around Blitzes as the new mechanic, the lack of both 2/3's of our prior positionals and most of our oGCDs makes our downtime feel pretty empty. It isn't quite as empty as a Tank/Ninja since Monk still has one of the more involved weaponskill sequences, but it definitely feels lacking. Chakra being RNG still means that the drought periods feel all the drier when there's nothing else to use.

    The lack of positionals also makes Riddle of Earth seem strange since it's a defensive cooldown that's used up with weaponskills executed rather than on a timer.

    Many of our skills just lack impact, most damningly is many of the low level blitzes. IMO this is in large part because Tornado Kick and Elixir field were previously oGCDs that were used much more frequently and I can't break the association from them as that in my mind. When those skills go off, I'm desperately trying to go into my next GCD. Flint Strike is so understated that it barely feels like a finisher even though it's supposed to be one. Hilariously the low level Blitz that I think feels the most satisfying is Celestial revolution even though it's supposed to be the one we avoid.

    Riddle of Wind might just be the skill with the least amount of feeling in the game. I'm sure there might be someone who gets a thrill out of autoattacks, but for all intents and purposes I don't even notice them so having a skill that makes them happen more often just doesn't feel like it does anything to me. The fact that it's on a 90 second cooldown so it naturally doesn't align with every other usage is baffling for a lot of reasons, especially because the devs stated goal was to get away from that this expansion. Let the job synergize for god's sake.

    As for the Blitzes themselves, I think they're better conceptually than they are in execution. This is entirely because of the deliberate decision on the developers part to make it so we can't use our strongest Blitz in the opener and desynching that from our larger burst window (Meaning Riddle of Fire+Brotherhood). Current math puts forcibly aligning it by doing a double Rising Phoenix in the opener, which locks Elixir Field as the Blitz you're using on your weaker burst phase, then allows Phantom Rush>Rising Phoenix to happen on the strong burst window from the 120 second mark onward, but wasting a Nadi to do that doesn't feel good either.

    On existing problems: Anatman is still just a bad skill, though it is now a slightly more important bad skill now that Twin Snakes is at 15% damage. Six Sided Star is still pretty lackluster for what should be a captsone skill. RNG Chakras still feel bad for all the reasons that are well documented at this point. Brotherhood causing Chakra overcap still feels bad for all that it occurs with less frequency due to our lack of oGCDs.

    On a positive note: Thunderclap feels fantastic, and the ability to dive across the arena to another party member out of an AOE at the last second feels great when you do it. Rising Phoenix also feels great to use. I'm hoping that Phantom Rush will be similarly satisfying once I have it. Overall I think I do like this iteration Monk more than most of the previous iterations of the job other than Heavensward's iteration for all of HW Monk's flaws, even with all of the complaints I've listed above.

    As for fixes here's what I'd suggest.

    1. Return Monk's positionals and put the positional nullification effect back on Riddle of Earth. If you really want to take one let it be Leaden Bootshine since its disproportionate.

    2. Modify Chakra generation so it builds at absurd levels at all time and give it a maximum cap of 10 rather than 5 (With Meditation only building to 5 out of combat). Since most our old oGCDs are now blitzes and that's unlikely to change due to the necessity of making new animations, let us just machine gun Forbidden Chakras at all times like how Stormblood Samurai machine gunned Shintens. Enhanced Brotherhood lets you open a chakra on every weaponskill while under the effects of Brotherhood, but instead how about Monk just opens a chakra on every weaponskill forever.

    3. Modify Blitzes so that Monk's cooldown kit is internally consistent and Phantom Rush aligns with Riddle of Fire and Brotherhood in the opener and every two minutes thereafter. Give us a third stack of Perfect Balance, or perhaps make Anatman be an oGCD that grants a random Nadi if you have none or the opposite Nadi if you have one, similar to how Celestial Revolution works. I'm not sure how to make the timers line up but the devs can work that one out.

    4. Riddle of Wind... I'm not sure. Maybe it could grant an additional effect called "Flurry Ready" or something which allows you to execute a Six Sided Star without the double GCD penalty.

    There are fixes that can be made, the ideas here are better than the complete lack of imagination that has been the foundation for Monk's issues with the previous expansions, and it isn't the absolute travesty that Shadowbringers/Stormblood Monk was on their respective launches. However it still needs workshopping to get to a spot where it feels great to play instead of just fine to play.
    (15)
    Last edited by SpeckledBurd; 12-06-2021 at 10:31 AM.

  2. #252
    Player
    Monk101's Avatar
    Join Date
    Dec 2021
    Posts
    7
    Character
    Tim Strife
    World
    Gilgamesh
    Main Class
    Monk Lv 83
    Quote Originally Posted by Navnav View Post
    I remember what I said, but lets face facts, they removed four positionals. I did say four positionals. End of. I been saying that for a long time too, that they need to remove the positionals in favour of better mechanics to keep the job engaging. They are definitely on the right track. Crazy how devs can see obvious changes and make them, but you guys still whine on.
    SE certainly did not add enough “better” mechanics to keep the job engaging though. Again I will compare it with Samurai which is the only other physical melee job I dipped my toe in. The current monk skillset is not even comparable to that of lvl 70 Samurai which has two secondary resources - Sen and Kenki to monitor at all time whereas Monk only has beast chakra that only needs to be managed during PB windows and a chakra system that requires almost no effort to manage so imo it doesn’t count. To make matter worse, monk has been stripped of 2 oGCDs so basically monks have nothing to keep them busy outside of burst windows. This is why many ppl on this forum said Masterful Blitz does not justify removing 4 positionals. Level 90 monk feels like an incomplete job that has a similar skillset of a level 70 job at the current state. All of these are non-issues if positionals are retained. However, if SE are to make such a drastic change to monk’s positionals, they should add more interesting mechanics to keep the job engaging, not leaving it half-baked like it is right now. My monk hotbars look hilariously empty right now which is so disheartening.
    (9)

  3. #253
    Player
    ArcadianGenesis's Avatar
    Join Date
    Aug 2013
    Location
    Austin, TX
    Posts
    11
    Character
    Ye Wenjie
    World
    Cactuar
    Main Class
    Monk Lv 100
    Monk life forever. It's all I've ever known. (Well, except for brief stints with Dragoon, Ninja, and Samurai. But I always end up going back to Monk.)
    (1)

  4. #254
    Player
    Monk101's Avatar
    Join Date
    Dec 2021
    Posts
    7
    Character
    Tim Strife
    World
    Gilgamesh
    Main Class
    Monk Lv 83
    Quote Originally Posted by SpeckledBurd View Post
    .

    1. Return our positionals and put the positional nullification effect back on Riddle of Earth. If you really want to take one let it be Leaden Bootshine since its disproportionate.

    2. Modify Chakra generation so it builds at absurd levels at all time and give it overcap. Since our oGCDs are now blitzes and that's unlikely to change, let us just machine gun Forbidden Chakras at all times like how Stormblood Samurai machine gunned Shintens. Enhanced Brotherhood lets you open a chakra on every weaponskill in Brotherhood, but instead how about Monk just opens a chakra on every weaponskill forever.

    3. Modify Blitzes so that Monk's cooldown kit is internally consistent and Phantom Rush aligns with Riddle of Fire and Brotherhood in the opener and every two minutes thereafter. Give us a third stack of Perfect Balance, or perhaps make Anatman be an oGCD that grants a random Beast Chakra if you have none or the opposite Beast Chakra if you have one. I'm not sure how to make the timers line up but the devs can work that one out.

    4. Riddle of Wind... I'm not sure. Maybe it could grant an effect called "Flurry Ready" or something which allows you to execute a Six Sided Star without the double GCD penalty.

    There are fixes that can be made, the ideas here are better than the complete lack of imagination that has been the foundation for Monk's issues with the previous expansions, and it isn't the absolute travesty that Shadowbringers/Stormblood Monk was on their respective launches. However it still needs workshopping I think.
    I think all of these are great recommendations that will improve Monk gameplay drastically. On that note, I think generating chakra every weaponskill might be too much. I would make it so that every three weaponskills open one chakra or coeurl stance weaponskills open one chakra so that they become a mini finisher on their own which makes them more rewarding and dynamic.
    (2)

  5. #255
    Player
    ssunny2008's Avatar
    Join Date
    Mar 2014
    Posts
    577
    Character
    Micela Arzur
    World
    Shiva
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by SpeckledBurd View Post
    2. Modify Chakra generation so it builds at absurd levels at all time and give it a maximum cap of 10 rather than 5 (With Meditation only building to 5 out of combat). Since most our old oGCDs are now blitzes and that's unlikely to change due to the necessity of making new animations, let us just machine gun Forbidden Chakras at all times like how Stormblood Samurai machine gunned Shintens. Enhanced Brotherhood lets you open a chakra on every weaponskill while under the effects of Brotherhood, but instead how about Monk just opens a chakra on every weaponskill forever.

    4. Riddle of Wind... I'm not sure. Maybe it could grant an effect called "Flurry Ready" or something which allows you to execute a Six Sided Star without the double GCD penalty.
    I personally would really dislike to have chakra up to 10 points. It would force us to safe as much chakra as possible for our burstphase and i´m really not a fan to hold a gauge somewhere in between just to randomly unleash a skill at 9 points. We wouldn´t overcap, but overall it wouldn´t change much. 6 Points should be enough to get away with 90% of all overcaps.
    On top they could add that even critical autoattacks could give us a point of chakra. It would procc more often and imo i like that bit of RNG more than static oGCD´s.

    RoW should be revertet in FoW. Just give us 10% more movement speed and 10% more attack speed on top on our autohits. Combine the stance with a cool looking aura or something and i would be fine with it. Imo i don´t see the need of a 3rd active buff, which is nonsense anyway.

    Otherwise if they would add chakraproccs on autoattacks, we would´ve different phases to go through. 100% burstphase with all cd´s, then the 60s RoF burstphase, then the 90s RoW chakra burstphase, and so on...
    Maybe even change RoW from a 90s cd to an "active gauge - skill" like: You´ve used forbidden chakra 5 times, so you´re able to unleash RoW which grants 15s 30% faster autoattacks or just 500 skillspeed for some fast fun?! Or automatically chakra generation each second? I don´t know, i´m open for anything which is not the current button.
    (2)
    Last edited by ssunny2008; 12-06-2021 at 08:10 AM.

  6. #256
    Player
    Noraiga's Avatar
    Join Date
    Jun 2017
    Posts
    55
    Character
    Noraiga Celesteis
    World
    Omega
    Main Class
    Monk Lv 90
    EDIT: They actually manage to put Brotherhood in a good spot, even if overlapping is still a thing.
    My bad ! : (
    (0)
    Last edited by Noraiga; 12-06-2021 at 02:29 PM.

  7. #257
    Player
    Dewslam's Avatar
    Join Date
    Jul 2016
    Posts
    222
    Character
    Dewslam Beefgrab
    World
    Balmung
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Navnav View Post
    How cme you guys can have your opinion, but mines gets blasted. Not that I care, but you gotta keep that energy for square. I didn't make the change.
    You're free to have an opinion. However, you're the one saying your opinion is right and that you are correct because you, as a non-monk player, like these changes and getting upset when people point out that no, you're just wrong and don't know anything about the class. Then rather than accepting ignorance you double down and try to shift the goalposts of your argument.

    Not a single monk main I've met in game since the update, including those who were really excited for the changes, have come away happy about this. At best most people seem to be begrudgingly accepting it because they can't change it. As I've posted before in this very thread; monk lost a lot more than just four positionals (which was advertised as two positionals, mind) and in turn gained an awkward, clunky, mechanic that doesn't actually add anything to the class and is beholden entirely to the gcd.
    (11)

  8. #258
    Player
    furinh0's Avatar
    Join Date
    Aug 2021
    Posts
    1
    Character
    Haxk Ex
    World
    Ultros
    Main Class
    Summoner Lv 80
    I'll add a different perspective on the positionals:

    They actually make the job easier. MNK main challenge to me before EW was doing your rotation correctly and not them being positionals themselves. Which is itself not an issue on all other melee jobs because they have very linear and short combos, but MNK's rotation was not only non-linear, but very long. 18 GCDs, 4 different 1-2-3's that you had to perform in a specific order was not super easy to remember and perform correctly on actual fights, to put it mildly. But what helped was the positional requirements, they not only gave the job something to do between CDs and fit within the fantasy of being a pugilist/monk, but that dance, that rhythm itself helped with remembering where you were on that massive rotation, specially when solving mechanics or dodging AoEs. It was kinda of a mnemonic device. Now that positionals are gone, you just camp the flank for almost half of your rotation - since that is the most efficient way to play him, and I was getting lost a non insignificant amount of times because of it. If positionals are seriously off the table, could we get job gauge indicators for like everything? Having to search by buff bars for things like Disciplined Fists or Leaden Fist (both orange icons) among the current form I'm at, Riddle of Fire/Wind and potentially even Earth and 2 (!) different Brotherhood icons (both orange icons as well) alongside any party buff on a job with sub 2s GCD makes finding out which next button I should press in case I forget way harder than it needs to - if Ninja can get an entire UI element for a 7060s attack speed buff, the 15s Disciplined Fists, Leaden Fists and maybe even the form I'm current at (the latter for flavor mostly) can get it too.

    Beyond that I agree with everything said here. The job's progression is super static. You don't unlock anything that you'd be interacting consistently with after level 60. SSS and Anatman has very niche and super limited usages and everything else is damage boosts, extra stacks, long CD buffs (of which only 1 isn't a simple damage boost, but it's also on a 2min CD) and ability replacements/upgrades. The gameplay itself is also super static by the almost complete removal of oGCDs attacks and positionals. My suggestion here (alongside bringing all positionals back) is to use those lvl 80+ skills that right now exists simply to replace existing MBs, as oGCDs on a 60s CD that opens up each Nadi; it gives us oGCDs to use every once in a while (but not too much, as I assume that' something SE doesn't want to give us), it gives them interactions with the rest of our kit so they are not simply extra damage buttons, said interactions are new so the job/mechanical progression isn't as static AND it give us tools to use the big Blitz in the opener rather than having to wait for like 50s to do so. Oh, and maybe a 10s CD reduction on Perfect Balance.
    (4)

  9. #259
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,867
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by furinh0 View Post
    I'll add a different perspective on the positionals:

    They actually make the job easier. MNK main challenge to me before EW was doing your rotation correctly and not them being positionals themselves. Which is itself not an issue on all other melee jobs because they have very linear and short combos, but MNK's rotation was not only non-linear, but very long. 18 GCDs, 4 different 1-2-3's that you had to perform in a specific order was not super easy to remember and perform correctly on actual fights, to put it mildly. But what helped was the positional requirements, they not only gave the job something to do between CDs and fit within the fantasy of being a pugilist/monk, but that dance, that rhythm itself helped with remembering where you were on that massive rotation, specially when solving mechanics or dodging AoEs. It was kinda of a mnemonic device.
    This reminds me of the findings from a friend who tried out a PvP-combos-in-PvE addon. He loved the bar space saved, especially for AoE combos that don't really need to align with much or mutually exclusive button choices without any particular flow like Blizzard IV <-> Fire IV, but he quickly realized how much feedback the button-flows were giving him on the time until his CDs or even to upcoming boss mechanics and ended up performing worse for it.

    He did mention that even a "last action used" indicator and attack SFX being a bit more distinct from each other would probably mostly remedy the issues, but still, it's something we don't really notice the side-benefits of until we lose it.
    (0)

  10. #260
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,867
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by SpeckledBurd View Post
    ...
    I feel like both the oGCD scarcity and the Riddle of Wind issue could be fixed by just buffing Riddle of Wind from 2x to 3x auto-attack speed (or have it also greatly increase AAs' crit chance) and having Chakra proc from all direct damage crits (or all crits altogether, if you want to encourage Demolish-spread, though likely still at a maximum of 1 per attack as not to superbuff AoEs).

    Additionally, have all positional bonuses except Bootshine increase crit chance. (Bootshine just gets a flat 40 bonus potency.) Voila, RoW naturally increases passive Chakra income and we've even more tangible feedback from our positionals.
    (0)

Page 26 of 40 FirstFirst ... 16 24 25 26 27 28 36 ... LastLast