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  1. #1
    Player
    Vermillionwing's Avatar
    Join Date
    Sep 2013
    Posts
    7
    Character
    Ouka Tenko
    World
    Excalibur
    Main Class
    Pugilist Lv 90
    Monk needs buffs in CC, I literally joke that there aren't enough monk players around to verbally push for buffs. All my friends in crystal rank claim they barely see any monks, and usually they just ignore them as nonexistant, not even remotely threats on the priority scale.

    Counterargument:
    In the threads I see arguments like it has good cc, or it has best sustained damage or it has super fast lb. Just rev up your damage amp into a phantom rush.
    The problem is that only happens in a vacuum, in actual fights cc'd and focused, you aren't applying that damage constantly. In execution it is more practical to short burst with your OGCDs and LB to avoid dying. Being a pocket LB is not a good class design

    Understanding of the class:
    A bulky assassin who can just waltz through enemies, ignoring or soaking most incoming fire and harass priority targets forever until you murder them with LB or they run away from the sight of you.
    A sustained brawler who supplements overall team damage in engagements and provides various utilties in terms of shielding, some cc, being able to guard break and being able to soak/finish off targets that might be unreachable by other classes.
    A harasser/decoy who can basically take a ton of abuse/cds from the enemy team, and steal all their healing potions and otherwise distracting multiple members of the enemy team, providing your team with tactical and numerical advantages near the objective.

    Issues:
    Low burst/early damage: A monk's "threat" range from a standstill is about 30-40% of an HP bar with a instant burst (not counting amp'd Phantom Rush), with LB that threat range goes up to around 60-70%. Among the DPS its on the fairly low side, but it is a reasonable exchange for being nearly unkillable (It currently isn't)

    Survivability: Monk HAD great survival tools. Shield/healing potency has not increased/scaled with damage potency, and there are no % modifers in monk kit. Potency buffs on other classes render monk kit more and more ineffective, what takes 3 hits to crack through now takes 1 or 2 which is a huge % drop in effectiveness.

    You can no longer soak 4 people beating on you without blinking, infact several times you can't even take 2 or 3 people beating on you at the same time, sometimes you can't even win a direct and isolated 1v1 (sounds like ARR, HW, and SB pvp monk no?)

    Suggested Adjustments:
    Increase Monk damage,retain current survivability: Frontload more potency into earlier moves, and ogcds or reduce the length of the combo string. In a burst heavy environment, monk needs early access damage.

    OR

    Return Monk survivability(preferred): Upscale monk shielding and healing to match with all the damage potency buffs. If you want to keep monk identity as sustained dps, it needs a way to be able to apply that dps in PVP's high burst and high cc environment. Possibly increase their cc/anti cc kit.
    (0)

  2. #2
    Player
    Petite's Avatar
    Join Date
    Jul 2014
    Posts
    373
    Character
    Petite Poutine
    World
    Exodus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Vermillionwing View Post
    Monk needs buffs in CC
    All I think MNK needs is a Form Shift skill that would trigger a 4 seconds GCD with every use (twice as long as one MNK GCD).

    That way, they wouldn't be totally reliant on hitting enemies while still making the skill-shuffling process slow enough so they don't reach Phantom Rush too quickly.
    (0)
    Last edited by Petite; 07-05-2022 at 09:20 AM.

  3. #3
    Player Gserpent's Avatar
    Join Date
    Mar 2021
    Posts
    800
    Character
    Grinning Serpent
    World
    Maduin
    Main Class
    Culinarian Lv 90
    Quote Originally Posted by Vermillionwing View Post
    Survivability: Monk HAD great survival tools. Shield/healing potency has not increased/scaled with damage potency, and there are no % modifers in monk kit. Potency buffs on other classes render monk kit more and more ineffective, what takes 3 hits to crack through now takes 1 or 2 which is a huge % drop in effectiveness.

    You can no longer soak 4 people beating on you without blinking, infact several times you can't even take 2 or 3 people beating on you at the same time, sometimes you can't even win a direct and isolated 1v1 (sounds like ARR, HW, and SB pvp monk no?)
    MNK should win 1v1 against almost any class, except perhaps NIN (who can just kite them for days.) Like, it shouldn't even be close. RPR might be the closest? Point about increasing potencies is valid and is a huge reason why I'm pretty annoyed that SE's stance on things seems to be JUST MAKE IT DO MORE DAMAGE LOL instead of addressing core issues classes might have. 6k is typically two GCDs, and that hasn't changed - SE is generally just bumping the potency on cooldowns, rather than fillers. And the more damage people do, the more healing (and damage) Riddle of Earth does.

    It's fine, for now. Hopefully SE just gives an overall HP bump at some point, though.

    Suggested Adjustments:
    Increase Monk damage,retain current survivability: Frontload more potency into earlier moves, and ogcds or reduce the length of the combo string. In a burst heavy environment, monk needs early access damage.

    OR

    Return Monk survivability(preferred): Upscale monk shielding and healing to match with all the damage potency buffs. If you want to keep monk identity as sustained dps, it needs a way to be able to apply that dps in PVP's high burst and high cc environment. Possibly increase their cc/anti cc kit.
    MNK damage and survivability is fine for now. I would like to see them change Riddle of Earth to always pop instead of needing a second action to activate (since similar effects like Macrocosmos *do* automatically pop, so it clearly can't be a balance thing.) That would function as a small buff to them.

    As for not seeing MNK in crystal? Maybe your DC is different? MNK is very common on Crystal, though probably behind NIN. People on this DC seem to recognize how strong MNK is.
    (2)

  4. #4
    Player
    KickRox's Avatar
    Join Date
    Dec 2021
    Posts
    42
    Character
    Kick Rox
    World
    Coeurl
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Gserpent View Post
    I would like to see them change Riddle of Earth to always pop instead of needing a second action to activate (since similar effects like Macrocosmos *do* automatically pop, so it clearly can't be a balance thing.) That would function as a small buff to them.

    As for not seeing MNK in crystal? Maybe your DC is different? MNK is very common on Crystal, though probably behind NIN. People on this DC seem to recognize how strong MNK is.
    This is the only adjustment I think is warranted. I don't think nearly enough people at lower tiers understand just how powerful/valuable having the ability to take just about any enemy out of play every 60 seconds is at higher tiers. MNK doesn't have the front end burst that other melees do for that specific reason, if it did, why would anyone use DRG/SAM etc?
    (4)
    You Tube Kick Rox for the best PvP videos!

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