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  1. #1
    Player
    LaserRanger's Avatar
    Join Date
    Jan 2022
    Posts
    1
    Character
    Iridari Swyft
    World
    Behemoth
    Main Class
    White Mage Lv 90

    The dev team did a fantastic job on the MNK rework. I love it.

    Just a short post.

    I recently read a press release that the dev team was experiencing some toxicity as a result of recent balance changes that came with EW. That made me sad, considering how much work and dedication goes into a game like this.

    So I wanted to send along my positive thoughts on the MNK rework. Hopefully this post makes it to them in some capacity.

    I don't know if/when/how the devs will see this, but I feel like it's important for them to know that they did a GREAT job on Monk. Seriously! The class is totally different, and the flow has been improved in so many ways!

    What was before a kind of dull and repetitive "just churn out the rotation" DPS class is now something that has a good toolkit of options for different scenarios. We get solid AoE rotation with some wicked-cool visuals, such as elixir field and enlightenment. And the beast chakra meter has added much needed complexity to the combat loop.

    I have so much fun with my rotation now that I get sucked into it and forget to pay attention to mechanics, haha

    So, very well done lads. I hope you keep up the good work, and sincerely thank you for making my main DPS class so fun.
    (27)

  2. #2
    Player
    Atmaweapon510's Avatar
    Join Date
    Aug 2019
    Posts
    165
    Character
    Rhaeyn Baelasch
    World
    Hyperion
    Main Class
    White Mage Lv 90
    MNK actually feels good to play on a controller without positional requirements on every ability (even though I'm still reflexively trying to Bootshine from the rear). I can have a much more intuitive button layout now that Demolish doesn't have a different positional requirement from Dragon Kick and Twin Snakes. I'm sure positionals might have felt more engaging on a keyboard where you can find that sweet spot to strafe one pixel between rear and flank, but it's much harder for that precise kind of movement on a controller, especially without hurting your thumb in the long run.


    Edit: Reading some of the later comments regarding controllers, here's how it was: I wanted to keep all of my pure damage moves on the same crossbar, and all of my same positional moves on the same crossbar... Which was impossible with the old set. With the rework, I can actually do that and the layout feels way better. Don't give me any of that condescending "put my GCDs on the D-pad to make things harder for myself" crap.
    (1)
    Last edited by Atmaweapon510; 01-15-2022 at 09:41 AM.

  3. #3
    Player
    ssunny2008's Avatar
    Join Date
    Mar 2014
    Posts
    577
    Character
    Micela Arzur
    World
    Shiva
    Main Class
    Pugilist Lv 90
    Have you even played MNK before EW?

    Quote Originally Posted by LaserRanger View Post
    The class is totally different, and the flow has been improved in so many ways!
    The core rotation is the same as before, just with less oGCD´s and positionals.


    Quote Originally Posted by LaserRanger View Post
    What was before a kind of dull and repetitive "just churn out the rotation" DPS class is now something that has a good toolkit of options for different scenarios.
    There are no options "for different scenarios". You´ve a strict rotation to follow on bosses and for dungeons you do nothing else than before... AOE spam. There are no options unless you wanna do less DPS on purpose. The only options available on MNK are the disengage-tools, stuff we had before too. You either move in/out without anything, you use SSS, you go for FS, chakra-spam or TC. That´s all variety the class offers.

    And just for the case that you mean "2 different openers", well... many doubt that double-phoenix was planned and we had 2 openers somewhere in the past too. Some other classes do even have 3+ openers with different spellspeeds.


    Quote Originally Posted by LaserRanger View Post
    We get solid AoE rotation with some wicked-cool visuals, such as elixir field and enlightenment.
    Elixier Field has been a thing before as oGCD with a more frequent use. Enlightenment has been a thing before too, so yeah...

    Quote Originally Posted by LaserRanger View Post
    And the beast chakra meter has added much needed complexity to the combat loop.
    How does it add complexity? Because you gonna use 1 more button after each PB window, meanwhile sitting on freeform?

    Before we used PB for a BS-TK-BS-TK-BS spam... now we gonna play BS-TK-BS in 2 out of 3 cases. And the last case is the standard 123 play you always do.
    How does it add complexity? Please tell me...

    (You can´t even fail unless you spam EF or RP on purpose. A missclick is gonna rescued with less potency, even not targeting a boss is rescued, PR can´t fail no matter which combo you spam, so well...)



    It doesn´t seem that you are an experienced MNK player, if even an experienced player overall. You claims tell that atleast...
    Good for you to have some fun, but all what you claimed just don´t make sense when skills, we already had before are you major-claims as much as the "improved" rotation, which is the same in 95% of the fight as before, just with less stuff to do meanwhile playing 123 456.
    (27)
    Last edited by ssunny2008; 01-12-2022 at 12:41 AM.

  4. #4
    Player
    waterboytkd's Avatar
    Join Date
    Jul 2019
    Posts
    86
    Character
    Andrew Waterboytkd
    World
    Cactuar
    Main Class
    Samurai Lv 90
    I think this current monk is definitely a step up from monk at the end of Shadowbringer. And I think monk from the end of ShB is a step up from early ShB because, honestly, maintaining stacks of GL was just a frustrating and unfun experience. So I'm pretty happy with current monk, too.

    Things I really like about it:
    • Thunderclap - This is my favorite functionality for gap closers/mobility, with Sam's being a close 2nd.
    • Perfect Balance's 2nd charge - I actually love the use of 2nd charges as a form of "overcap protection".
    • Removing the positional on Dragon Kick and Bootshine - I think they could have left them on Twin Snakes and True Strike, but DK and BS felt really clunky when you were dancing between positionals during PB. In the end, though, I don't miss the positionals.

    I do think, in the end, they could add another small layer of complexity to it, and it would feel good. I'm not sure what that would be, other than maybe re-working Chakra into something a bit more interesting than TFC and Enlightenment. There was a really cool suggestion on these forums a little while ago that went into this whole idea of opening Light and Dark chakras, and that could still work well, I think.
    (1)
    Last edited by waterboytkd; 01-12-2022 at 12:56 AM.

  5. #5
    Player
    Kahnom's Avatar
    Join Date
    Aug 2014
    Posts
    1,616
    Character
    Arlizz Teirez
    World
    Jenova
    Main Class
    Monk Lv 90
    The new MNK is ok at best, not good since there are a lots of stuffs to improve.
    Bring back all positionals + Blitz then I might call it good, hell, I wish all Blitz moves have their own postionals.
    (7)

  6. #6
    Player
    Navnav's Avatar
    Join Date
    Jul 2020
    Posts
    213
    Character
    Navaro Reverz
    World
    Louisoix
    Main Class
    Warrior Lv 90
    Can improve for sure, but muuuch better than ShB monk, pre or post 5.4.
    (8)

  7. #7
    Player
    OtakuSempai's Avatar
    Join Date
    May 2019
    Posts
    119
    Character
    Corvus Marcellus
    World
    Exodus
    Main Class
    Sage Lv 90
    Quote Originally Posted by ssunny2008 View Post
    snip
    As a semi-experienced MNK player, I see where you're coming from and generally agree. However I don't feel MNK lost a whole lot from the removal of their ogcd's, I still feel like the frenetic pace is still there. Current MNK is a good starting position and I think largely a good change.

    Quote Originally Posted by waterboytkd View Post
    I think this current monk is definitely a step up from monk at the end of Shadowbringer. And I think monk from the end of ShB is a step up from early ShB because, honestly, maintaining stacks of GL was just a frustrating and unfun experience. So I'm pretty happy with current monk, too.

    Things I really like about it:
    • Thunderclap - This is my favorite functionality for gap closers/mobility, with Sam's being a close 2nd.
    • Perfect Balance's 2nd charge - I actually love the use of 2nd charges as a form of "overcap protection".
    • Removing the positional on Dragon Kick and Bootshine - I think they could have left them on Twin Snakes and True Strike, but DK and BS felt really clunky when you were dancing between positionals during PB. In the end, though, I don't miss the positionals.

    I do think, in the end, they could add another small layer of complexity to it, and it would feel good. I'm not sure what that would be, other than maybe re-working Chakra into something a bit more interesting than TFC and Enlightenment. There was a really cool suggestion on these forums a little while ago that went into this whole idea of opening Light and Dark chakras, and that could still work well, I think.
    Would love to see a mini transformation phase to do in between PB, similar to what reaper has. Super saiyan-esque transform with GL5 with the old GL animations. One can dream
    (1)
    Quote Originally Posted by anhaato View Post
    The biggest issue is that square just can't reconcile that some people won't play some jobs optimally. Instead of accepting that people will do that and complain about jobs being hard, they lower the skill ceiling on them. Sure it might make the more casual players happy, but even then for a job like this it's very rarely going to make someone who hated the job start loving it and want to main it. Meanwhile those who enjoyed it before feel alienated.

  8. #8
    Player
    ssunny2008's Avatar
    Join Date
    Mar 2014
    Posts
    577
    Character
    Micela Arzur
    World
    Shiva
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by OtakuSempai View Post
    Current MNK is a good starting position.
    No offense against you, but i can´t hear such stuff anymore.

    The past has shown multiple times that SE gives af about "a good start, the right direction". None of the changes on several classes got advanced, no... the opposite happened. Unique aspects got deleted or destroyed multiple times. Just check out MCH, AST, BRD, MNK, tanks, healers, ... We lost stuff again and again for "accessibilty" which is nothing but homogenization and dumbdowns.

    You could even check out SMN now. Yeah cool, shiny fancy animations, but it sucks gameplay-wise. And ppl are like "Oh great start, they can do a lot with it in the future!". So yeah, what can SE do? Add new primals as the most think? How? With an endless rotation of 4x button spams? The only way to keep SMN somehow interesting would be to DELETE its current primalsystem completely and to show up with 3 new ones. Ofc all 3 bring new abilities and a new rotation, but this won´t happen. oGCD´s between 1,5s casts will not happen and something interesting for the downphase? NO class has such a thing.

    We may get more "QoL-features" in the future, maybe even 1! pointless stackable oGCD as we got on DRK, DRG... or 10 stacks of PB with 10m range-skills so we can´t fck up our burstphase as we can´t with SAM now. SE just deletes everything which means more work for them (Dots, Positionals), meanwhile adding 1 new button to other classes and call it a day.

    No chance SE is going to prove me wrong in the future. It would mean, that they would actually stop catering the last dumb human on earth and start to put some more brain and work into their work. And this will definately not happen.
    (21)

  9. #9
    Player
    OtakuSempai's Avatar
    Join Date
    May 2019
    Posts
    119
    Character
    Corvus Marcellus
    World
    Exodus
    Main Class
    Sage Lv 90
    Quote Originally Posted by ssunny2008 View Post
    No offense against you, but i can´t hear such stuff anymore.

    The past has shown multiple times that SE gives af about "a good start, the right direction". None of the changes on several classes got advanced, no... the opposite happened. Unique aspects got deleted or destroyed multiple times. Just check out MCH, AST, BRD, MNK, tanks, healers, ... We lost stuff again and again for "accessibilty" which is nothing but homogenization and dumbdowns.

    You could even check out SMN now. Yeah cool, shiny fancy animations, but it sucks gameplay-wise. And ppl are like "Oh great start, they can do a lot with it in the future!". So yeah, what can SE do? Add new primals as the most think? How? With an endless rotation of 4x button spams? The only way to keep SMN somehow interesting would be to DELETE its current primalsystem completely and to show up with 3 new ones. Ofc all 3 bring new abilities and a new rotation, but this won´t happen. oGCD´s between 1,5s casts will not happen and something interesting for the downphase? NO class has such a thing.

    We may get more "QoL-features" in the future, maybe even 1! pointless stackable oGCD as we got on DRK, DRG... or 10 stacks of PB with 10m range-skills so we can´t fck up our burstphase as we can´t with SAM now. SE just deletes everything which means more work for them (Dots, Positionals), meanwhile adding 1 new button to other classes and call it a day.

    No chance SE is going to prove me wrong in the future. It would mean, that they would actually stop catering the last dumb human on earth and start to put some more brain and work into their work. And this will definately not happen.
    No offense taken.

    Really my statement is based entirely on the assumption of them doing a soft reset so they can add more later. However I think you're right and sadly no one is really talking about it. I'll never forgive them for what they did to healers.

    I guess there's always Lost Ark? Personally looking forward to Ashes of Creation.
    (1)
    Quote Originally Posted by anhaato View Post
    The biggest issue is that square just can't reconcile that some people won't play some jobs optimally. Instead of accepting that people will do that and complain about jobs being hard, they lower the skill ceiling on them. Sure it might make the more casual players happy, but even then for a job like this it's very rarely going to make someone who hated the job start loving it and want to main it. Meanwhile those who enjoyed it before feel alienated.

  10. #10
    Player
    MellowMink's Avatar
    Join Date
    Sep 2021
    Location
    Limsa Lominsa
    Posts
    640
    Character
    Mello Minkus
    World
    Faerie
    Main Class
    Summoner Lv 90
    Quote Originally Posted by ssunny2008 View Post
    Have you even played MNK before EW?
    It’s pretty uncalled for to accuse someone of not playing the job before this new expansion just because they subjectively disagree with you on whether the changes are better or not.

    I tried Monk for a while in Shadowbringers, and then again in Endwalker; I prefer Endwalker’s version a lot, and it feels a lot better to me to play on controller. Things flow together more smoothly, I have a better preferred hotbar now, and I appreciate there still being some positionals but not as many!
    (13)

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