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  1. #1
    Player
    Gemina's Avatar
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    Mar 2016
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    Dravania
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    Gemina Lunarian
    World
    Siren
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    Scholar Lv 100
    Quote Originally Posted by Knot_D View Post
    I don't know why they nerf MNK's Riddle of Earth into 2 mins cooldown that only gives 10s damage reduction and self regen?

    Old 3 stacks RoE was way better than this...
    Old RoE is a penalizing ability, which many players - myself included grow sick of. The old RoF would reduce the amount mitigated once you start using weaponskills, which is absolutely horrendous, especially in fights where damage is coming out consistently like Barb EX. You really did not need the three stacks, especially when taking this penalty into account.

    What this does is gives MNKs even more sustainability than they already had before. RoW+Bloodbath could already be used for essentially what was a pretty powerful regen effect, and now they have two, plus a consistent 20% mitigation.
    (1)

  2. #2
    Player Knot_D's Avatar
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    Aug 2021
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    Character
    Jock Destroyer
    World
    Asura
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    Culinarian Lv 80
    Quote Originally Posted by Gemina View Post
    Old RoE is a penalizing ability, which many players - myself included grow sick of. The old RoF would reduce the amount mitigated once you start using weaponskills, which is absolutely horrendous, especially in fights where damage is coming out consistently like Barb EX. You really did not need the three stacks, especially when taking this penalty into account.

    What this does is gives MNKs even more sustainability than they already had before. RoW+Bloodbath could already be used for essentially what was a pretty powerful regen effect, and now they have two, plus a consistent 20% mitigation.
    But it's 2 minutes mitigation... Why though? The regen is also "self" regen compared with RPR's Arcane Crest that's available every 30 seconds but AoE.

    I might don't mind if it's 1 minute but... 2 minutes for 10 seconds damage reduction are too long to just use, for example, on Barbie EX
    (2)

  3. #3
    Player
    Gemina's Avatar
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    Gemina Lunarian
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    Siren
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    Scholar Lv 100
    Quote Originally Posted by Knot_D View Post
    But it's 2 minutes mitigation... Why though? The regen is also "self" regen compared with RPR's Arcane Crest that's available every 30 seconds but AoE.

    I might don't mind if it's 1 minute but... 2 minutes for 10 seconds damage reduction are too long to just use, for example, on Barbie EX
    I am unfamiliar with RPR, but also not really aiming to compare one melee to the next in terms of their self-sustain. I think it's probably important to ask if RPR needs 10% mitigation every 30s, especially considering that they should almost never be at the top of the aggro list. I should backtrack a bit and not say RoE makes MNK more sustainable, but rather it gives their self-sustain more efficacy.

    I will point out again that MNK do have RoW and Bloodbath, which have the same 90s recast, and really should be used together. It is a really potent Regen, especially when combined with their passive GL3 trait. 20% mitigation for 10s is a massive amount of damage reduction, and should be coordinated for when incoming damage is highest. Then you also add a total of 1500 pot to restore a lot of health that is lost. I think 120s is fine for the majority of bosses in the game. The game would need far more hard hitting bosses to warrant anything less than 2min, honestly.
    (0)
    Last edited by Gemina; 01-10-2023 at 03:45 PM.

  4. #4
    Player
    VentVanitas's Avatar
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    Feb 2020
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    Character
    Seiko Hanamura
    World
    Kujata
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Gemina View Post
    Old RoE is a penalizing ability, which many players - myself included grow sick of. The old RoF would reduce the amount mitigated once you start using weaponskills, which is absolutely horrendous, especially in fights where damage is coming out consistently like Barb EX. You really did not need the three stacks, especially when taking this penalty into account..
    RoE's mit effect did not add per stack, that was only present in the ShB iteration of the skill. Pre 6.3 RoE was a flat mit for 3 GCDs, the effect itself did not degrade per stack lost.

    Quote Originally Posted by Gemina View Post
    I will point out again that MNK do have RoW and Bloodbath, which have the same 90s recast, and really should be used together. It is a really potent Regen, especially when combined with their passive GL3 trait. 20% mitigation for 10s is a massive amount of damage reduction, and should be coordinated for when incoming damage is highest. Then you also add a total of 1500 pot to restore a lot of health that is lost. I think 120s is fine for the majority of bosses in the game. The game would need far more hard hitting bosses to warrant anything less than 2min, honestly.
    Compared to previous iterations of RoE this change is quite bad, actually. Completely ignoring the fact that MNK doesn't even need the heal- the regen only amounts to 500 potency which would make it equal to Second Wind, however HoTs cannot crit. So that just leaves the mitigation, which is a net nerf considering that not that many mechanics actually deal frequent damage within a 10s timeframe and when there are that do, old RoE was able to handle it just fine with its charges and shorter cooldown.

    Additionally, giving MNK a "better" personal mit is hardly the most pressing issue on the job. Compared to other problems that could be done with a hotfix, opting to change RoE again for the third time in the past 3 years just feels unnecessary.
    (3)
    Last edited by VentVanitas; 01-10-2023 at 05:12 PM.

  5. #5
    Player
    Gemina's Avatar
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    Gemina Lunarian
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    Siren
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    Scholar Lv 100
    Quote Originally Posted by VentVanitas View Post
    RoE's mit effect did not add per stack, that was only present in the ShB iteration of the skill. Pre 6.3 RoE was a flat mit for 3 GCDs, the effect itself did not degrade per stack lost.
    I never said RoE added mitigation per stack. Nor did I say you lose mitigation as you lose stacks. That is never how it worked, so please don't twist my words around in order to establish a point.

    https://www.youtube.com/watch?v=3FHYPbiAC8o&t=1858s]

    Again, you lost mitigation when you used weaponskills when RoE was active. Again, this penalizes you for punishing the enemy. The way it is worded in this video by Mr. Happy is you lose the effect of RoE after the timer expires, or after the use of three weaponskills, which means if you did care (participated in fights) where the incoming damage was consistent, you could not get the full 10s of mitigation since MNK would burn through three weaponskills faster than you can say the word. Furthermore, ShB's iteration of the skill granted True North, along with mitigation. This was removed because they no longer needed that much TN with the removal of 4/6 positional attacks in EW.

    Compared to previous iterations of RoE this change is quite bad, actually. Completely ignoring the fact that MNK doesn't even need the heal- the regen only amounts to 500 potency which would make it equal to Second Wind, however HoTs cannot crit. So that just leaves the mitigation, which is a net nerf considering that not that many mechanics actually deal frequent damage within a 10s timeframe and when there are that do, old RoE was able to handle it just fine with its charges and shorter cooldown.

    Additionally, giving MNK a "better" personal mit is hardly the most pressing issue on the job. Compared to other problems that could be done with a hotfix, opting to change RoE again for the third time in the past 3 years just feels unnecessary.
    A lot of people around here really hate it when the decisions of the dev team are defended. Firstly, I did have a typo on my post. I put 1500 pot instead of 500 pot, so my mistake there. With that out of the way though, if you want to argue that MNK does not need the heal, then go ahead and also take away abilities like Curing Waltz, Shake it off, Clemency, along with any other non-role skill variations of healing abilities given to non-healers. I don't know how high you go in terms of difficult content, but my own anecdotal case would argue otherwise as these skills have been helpful for me. When playing as a healer, I often appreciate players who actually utilize these skills to help alleviate some of the pressure when incoming damage is quite high. They can also be lifesavers if one or even both healers are down. I quite honestly don't even know what you're talking about, or if you're arguing just for the sake of arguing to get frustration off of your chest. Mechanics do exist the warrant to use of these skills, and that is the point.

    As for pressing issues the job needs addressed, that is not what we are talking about. We are talking about RoE and the changes to it. It's now flat 20% mitigation for 10s, and with a bonus regen for a little something extra. You're right, the job probably doesn't actually needi it, but who cares? It's there to help out. If your argument is MNKs don't need the mitigation or the heal, then I am not sure what your angle is as the poster I was conversing with did not like losing the stacks, and the increase to the recast timer. If your argument is they do not need these skills, then the removal of stacks and increased CD duration should be well within your favor.
    (0)
    Last edited by Gemina; 01-11-2023 at 08:30 AM.

  6. #6
    Player
    VentVanitas's Avatar
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    Feb 2020
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    Seiko Hanamura
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    Kujata
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    Black Mage Lv 100
    Quote Originally Posted by Gemina View Post
    I never said RoE added mitigation per stack. Nor did I say you lose mitigation as you lose stacks. That is never how it worked, so please don't twist my words around in order to establish a point.
    When you mentioned the effect being penalizing, I had assumed you were referring to the late ShB iteration of Riddle of Earth where the mit effect actually was split between each stack and I appeared to have assumed incorrectly and I apologise for that.

    However, call pre-6.3 RoE penalizing/punishing if you want, but I did not see it that way. It just meant it had an effective duration of ~5 seconds and I find that to be a fair trade when it had such a short cooldown as well as multiple charges (effectiveness of the mit aside). You could argue that the stacks for what should be a simple utility skill was unnecessary and an ease of use change was needed, and I would agree- but regardless I personally did not think it was penalizing- on the contrary, it was very forgiving considering how much mit you had in spades. To the point that I'd say that a nerf was warranted because of how unintentionally tanky MNK was prior to 6.3, but not to the severity that it is now.

    Quote Originally Posted by Gemina View Post
    A lot of people around here really hate it when the decisions of the dev team are defended. Firstly, I did have a typo on my post. I put 1500 pot instead of 500 pot, so my mistake there. With that out of the way though, if you want to argue that MNK does not need the heal, then go ahead and also take away abilities like Curing Waltz, Shake it off, Clemency, along with any other non-role skill variations of healing abilities given to non-healers. I don't know how high you go in terms of difficult content, but my own anecdotal case would argue otherwise as these skills have been helpful for me. When playing as a healer, I often appreciate players who actually utilize these skills to help alleviate some of the pressure when incoming damage is quite high. They can also be lifesavers if one or even both healers are down. I quite honestly don't even know what you're talking about, or if you're arguing just for the sake of arguing to get frustration off of your chest. Mechanics do exist the warrant to use of these skills, and that is the point.
    I engaged with your post because I simply did not agree with a few things that you said and/or wanted to speak my own piece as someone that's spent (read: wasted) a lot of time in MNK discussion.

    As for the tangent, I was not trying to imply that MNK nor any other job does not need personal utility. I specifically said that the extra regen from RoE is not needed and that is because I find it superfluous and weak, MNK already has a heal-adjacent tool in Mantra, on top of being one of the best jobs to utilize Bloodbath. RoE does not need a heal to be an effective personal mit tool either, as almost every version of the skill has always been borderline broken with how much damage reduction it gives (especially when Fists of Earth was still a thing).

    Quote Originally Posted by Gemina View Post
    As for pressing issues the job needs addressed, that is not what we are talking about. We are talking about RoE and the changes to it. It's now flat 20% mitigation for 10s, and with a bonus regen for a little something extra. You're right, the job probably doesn't actually needi it, but who cares? It's there to help out. If your argument is MNKs don't need the mitigation or the heal, then I am not sure what your angle is as the poster I was conversing with did not like losing the stacks, and the increase to the recast timer. If your argument is they do not need these skills, then the removal of stacks and increased CD duration should be well within your favor.
    I care, because I play Monk and I am personally invested in discussion surrounding it and any changes involving it. My point is that the current version of RoE sucks (and always has sucked, to be fair) because it's an overcorrected nerf. If you had to ask me how I would've nerfed it, however- remove the stacks as well as extra charges, just make it a flat 5 second duration, give it a 30 or 60 second cooldown. Easier to use and understand than pre-6.3 RoE, but not on a bafflingly long cooldown with a pity heal like current RoE.
    (0)