Thread purposeI think that EW Monk seems to be in a pretty okay place. It's... kind of the same Monk as always, with some gimmicks glued on, but at least it still feels like Monk, and the gimmicks are reasonably fun.
So, I don't personally have any kind of "overhaul pitchforks" to rattle about Monk. I just think there's some minor issues and rough edges that could be adjusted.
You know: "Monk is good... but it can be better!"
Positive feedback sectionBecause I feel like positive feedback must be healthy for the devs to see at least sometimes...
I actually really like the new "Riddle of Wind". It's nice to have a cooldown that actually does something mildly different. I like that it basically turns me into a living DOT for 15s.
I think that "Thunderclap" feels great to use. I like that the lack of Potency means that it's not required to be mashed mindlessly on-cooldown. And I really enjoy how flexible it is with targeting — I feel like a sentient gust of wind, sailing through outdoor zones, or zipping around boss arenas by targeting allies.
"Six-Sided Star" isn't new in EW, but I still like it a lot because it's one of the most distinct 'disconnect tools' that I've encountered in this game. I almost actually don't mind being briefly forced off-targets as Monk, just because trying to learn to time and use Six-Sided Star properly in each situations feels satisfying to me.
The Monk 'core loop' isn't doing anything new or revolutionary since... ARR, but it still feels pretty smooth and satisfying overall, with only some minor jank points that could be smoothed out a little.
Monk overall sticks to its concept and fantasy like glue. It's a spiritual/meditative hand-to-hand brawler and it punches and kicks things in big ways. That's it. And I like that. It stays on-point and I feel like I get what I expect whenever I load up Monk.
Beast Chakra are ultimately kind-of pointless and unnecessary from a design perspective, but they're relatively undisruptive to the traditional Monk playfeel, integrate reasonably-well with the core loop, are fun to execute, and look cool. As far as tacked-on Job changes go, I feel like these are pretty successful.