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  1. #1
    Player
    Jotaku's Avatar
    Join Date
    Mar 2014
    Location
    Santo Domingo, Republica Dominicana
    Posts
    60
    Character
    Nanael Nael
    World
    Brynhildr
    Main Class
    Monk Lv 90

    The Devs need to put THUDERCLAP without target

    As simple as that. MNK lacks on disangeging skills (or aleast efective) and lacks on Ranges attacks, THUNDERCLAP would be awesome if dont need a target, it gives us better mobility to close in and disangeging from target, actually MNK is the only melee that need a mobility action to be on target... please make it real, i love this skill
    (8)

  2. #2
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    They've already done this with DNC. MNK needs to be like that because the amount of time it takes to pick a party member, (especially one that is actually out of the aoe) and do your rotation/ogcds is impossible on controller. Keyboard and mouse players have the advantage here but even then I'm sure they will just use a <mo> macro.

    I agree, thunderclap needs to just be a dash forward, x amount of yalms, and not need a target to execute.
    (3)

  3. #3
    Player
    Dewslam's Avatar
    Join Date
    Jul 2016
    Posts
    222
    Character
    Dewslam Beefgrab
    World
    Balmung
    Main Class
    Pugilist Lv 90
    This exactly. It really needs to just be a dash forward with the option to dash towards a target if you have one because its range is way too short to be what it was advertised as, imo. Which is to say - a lot of people were hyped about monks being able to target their allies out of danger zones and being able to zoom there asap; but due to its short range you can't really do that unless you're already halfway thereby the time you need it.
    (2)

  4. #4
    Player
    Satarn's Avatar
    Join Date
    Jul 2016
    Posts
    522
    Character
    K'rheya Tia
    World
    Odin
    Main Class
    Gunbreaker Lv 90
    Having to target a disengage skill as a MNK is quite annoying, but being able to dash right towards the enemy as a gap closer, without a risk of overshooting it is handy, not to mention there's certainly people who enjoy Thunderclap being similar to BLM's Aetherial Manipulation. However, by looking to RPR there is a solution to this that allows for best of both worlds.

    Keep Thunderclap the way it is and simply give MNK another ability which moves them backwards without interacting with a target, like RPR's Hell's Egress and similarly to it, shares cd/charges with Thunderclap. Even if you'd like to freely move ahead without a target, you can also do that by turning around beforehand. It can even use the same animation, just in reverse, in order to save on assets.
    (0)

  5. #5
    Player
    IruruCece's Avatar
    Join Date
    Aug 2019
    Posts
    263
    Character
    Iruma Ceceyigen
    World
    Cactuar
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Satarn View Post
    Having to target a disengage skill as a MNK is quite annoying, but being able to dash right towards the enemy as a gap closer, without a risk of overshooting it is handy, not to mention there's certainly people who enjoy Thunderclap being similar to BLM's Aetherial Manipulation. However, by looking to RPR there is a solution to this that allows for best of both worlds.

    Keep Thunderclap the way it is and simply give MNK another ability which moves them backwards without interacting with a target, like RPR's Hell's Egress and similarly to it, shares cd/charges with Thunderclap. Even if you'd like to freely move ahead without a target, you can also do that by turning around beforehand. It can even use the same animation, just in reverse, in order to save on assets.
    Ironically, Samurai's disengage and gap closer is something I think would fit the Monk perfectly, from a mechanical and job fantasy perspective. They are light hits, which fits the idea of Monk being a fast and mobile fighter that delivers damage through many consecutive blows, rather than large single hits (which admittedly is another aspect of the job's identity that has been thrown into the garbage in part due to the half-baked Blitz system turning them into better AoE specialists than Dancer). It makes sense that even as they retreat from an opponent, they would get in a hit, a sort of love-tap/reminder that we're still here. It feeds into the original job's need to keep up the pressure (due to Greased Lightning, and now to a lesser extent with Twin Snakes taking its place). It makes me think of martial arts films where the heroes evade the villain effortlessly while still striking their opponents even as they fall back, or how quickly they move in on an opponent to exploit a gap in their defenses only they can see to land a particularly vicious strike.

    Thunderclap is just another idea that sounded really great on paper for Monk, but effectively didn't take into account how difficult it would be to use under duress. It also fails to account for situations where groups want to spread away from eachother, therefore making it just another button that is situational at best. Yes, there are creative macros one could use to bounce to a player in question for situations that call for it, but from a sheer usability standpoint, the Dancer's dash is a better execution of the same basic concept.

    Thunderclap as a tool for enabling offense doesn't appeal to me either because FF14 is incredibly lenient with melee range. You don't actually need to stand on the targeting circle to hit something, you can be a fair distance away. And frankly, I've never once, in any single piece of content I've ever played in this game, thought to myself as Monk "Gee, if only I could just teleport right next to the enemy that I've targeted after running away from it!" because we used to have Shoulder Tackle to effectively do that already! Me moving away from the boss was effectively my disengage (the thing that the job actually needed some help with), re-engagement with the boss was already a solved problem. By making a button that tries to do both, then tying it targeting something/someone, they challenge the value of Six Sided Trash as "disengage", while also providing a solution for something we already had an effective answer to.

    In the previous expansion, Monk had the problem of too many things dedicated to maintaining a self buff, all of which were questionable to some degree. Now we arguably too many buttons meant to enable disengagement, one of which is universal to everyone in the game.
    (0)

  6. #6
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Quote Originally Posted by IruruCece View Post
    Ironically, Samurai's disengage and gap closer is something I think would fit the Monk perfectly, from a mechanical and job fantasy perspective.
    Turn Six-sided-star into a disengage that pushes you back "x" yalms and problem solved. SSS is supposed to be a finisher before the boss jumps but it would be much better served as a tool for backing out of an aoe. The skill literally gives you movement speed but I would prefer it just push you back from the target and remove that movement speed entirely. Also, get rid of that long gcd reset from using it. There you just turned a very niche ogcd into something actually useful in most scenarios and you can still keep thunderclap as is.
    (5)

  7. #7
    Player
    IruruCece's Avatar
    Join Date
    Aug 2019
    Posts
    263
    Character
    Iruma Ceceyigen
    World
    Cactuar
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Marxam View Post
    Turn Six-sided-star into a disengage that pushes you back "x" yalms and problem solved. SSS is supposed to be a finisher before the boss jumps but it would be much better served as a tool for backing out of an aoe. The skill literally gives you movement speed but I would prefer it just push you back from the target and remove that movement speed entirely. Also, get rid of that long gcd reset from using it. There you just turned a very niche ogcd into something actually useful in most scenarios and you can still keep thunderclap as is.
    But at that point, why even bother with Thunderclap existing in the first place? Your modified SSS fixes that skill pretty much entirely, may as well just put in Shoulder Tackle again as our gap closer.

    If people want the DBZ ZWEE so badly, they can give us a silly tackle mastery trait that turns it from a basic shoulder tackle to the teleport. As things stand, it just feels like the skill was designed to visually impress first, and everything else about using it came a distant second.
    (0)

  8. #8
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Quote Originally Posted by IruruCece View Post
    But at that point, why even bother with Thunderclap existing in the first place? Your modified SSS fixes that skill pretty much entirely, may as well just put in Shoulder Tackle again as our gap closer.

    If people want the DBZ ZWEE so badly, they can give us a silly tackle mastery trait that turns it from a basic shoulder tackle to the teleport. As things stand, it just feels like the skill was designed to visually impress first, and everything else about using it came a distant second.
    I'm simply suggesting that SSS act similar to SAM yaten. A backstep away from the target. Currently its just a movement speed buff that doesn't stack with sprint or SCH expedient. It slows your gcd, which feels terrible because that time could be used to charge chakras but instead you are punished for using it and have to wait. This change would keep clap they way it is and make SSS more useful than it currently is. Also, the intended way to use SSS isn't ideal as damage registers at the end of the animation so if you are a bit slow or server ticks aren't your friend, you will execute the skill but not deal the damage.

    Ultimately, I like clap and how it works but being on controller makes it incredibly clunky to use similar to DRG eye, or 1.0 Nascent Flash but I can't macro it unlike the previous skills so there is literally no work around.
    (0)

  9. #9
    Player
    ssunny2008's Avatar
    Join Date
    Mar 2014
    Posts
    577
    Character
    Micela Arzur
    World
    Shiva
    Main Class
    Pugilist Lv 90
    "Having the freedom" to dash has a lot of cons and will cause many ppl to die or atleast not to be where they should be. So far "needing a target" is way better and can even be used at several knockbacks easily to keep uptime. (E.g. Levi)
    And in the most cases you´re able to greed for the last skill on max melee range, then you move 1 feet out, back in and continue with GCD rolling. If that´s not possible, you´re going to do better with SSS, which is a good downtime / disengage tool so far.

    Imo i really can´t get the hype behind TC. To use it for a disengage is just niche too and definately needs a person you trust. None of the current fights needs that to keep better uptime. And while it´s copied from BLM anyway, we seriously don´t need more homogenization until every class has a premium dash. Don´t even get why SMN or SGE has a dash.
    (1)

  10. #10
    Player
    Kolsykol's Avatar
    Join Date
    Jul 2015
    Posts
    3,024
    Character
    Aelona Chillwind
    World
    Lich
    Main Class
    Ninja Lv 100
    I really don't think this would be necessary.
    I am not really against it but I think this is more of a '' I want '' rather than '' I need ''.
    (2)

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