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.