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  1. #1
    Player
    OceanicSky's Avatar
    Join Date
    Jan 2020
    Posts
    3
    Character
    Wilhelm Fistman
    World
    Famfrit
    Main Class
    Monk Lv 80
    Quote Originally Posted by Ransu View Post
    I'll give you the hitbox thing because it actually matters in terms of fight mechanics and figuring out ways to maintain uptime optimally, but the take on positionals is pretty dumb. Realistically positionals add nothing to the game. Sitting at the corner of the circle and moving 1 inch left or right is not skillful, its not fun and its completely pointless considering whenever there is a mechanic that disrupts the ability to do that we have true north to compensate it making the entire design pointless. If true north didn't exist you would have a point, but as it stands positionals are meaningless and add nothing to the combat which is why I really don't care if they stay or go. They don't add or take away any kind of difficulty, so if they stay then whatever. If they go, nothing changes other than the fact a spot on my hotbar opens up.

    I personally just don't get why people like them. It just doesn't make any sense to me. Do people not sit at the corner and intentionally make things harder by going all the way to the flank/rear instead of using the edges of the positinals? That's the only thing I can think of because, again, positionals do nothing for combat.



    I level up mnk alongside my sam every expansion. I've never felt that positionals make mnk unique. I want mnk to have more things to do like near the end of the ShB expansion where the opener was fun as hell over worrying about pointless positionals. Make mnk faster and give me more things to press(more oGCD's) and more CD's to manage. That is way more interesting than stepping 1 inch to the left or the right in a game where the boss is static 90% of the time and the other 10% true north is always available.
    You absolutely cannot say that you find that monk has nothing unique about it and then in the very next sentence praise the patch that removed monks most unique mechanic, Greased Lightning. What you want for monk is to just faceroll your keyboard with OGCDs when OGCDs are already a huge problem with monk since its impossible to every double weave anything thanks to the already extremely low GCD time. Tornado Kick rotation monk is and always will be the best iteration of monk where it was at the peak of its own class design.
    (9)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,885
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by OceanicSky View Post
    You absolutely cannot say that you find that monk has nothing unique about it and then in the very next sentence praise the patch that removed monks most unique mechanic, Greased Lightning. What you want for monk is to just faceroll your keyboard with OGCDs when OGCDs are already a huge problem with monk since its impossible to every double weave anything thanks to the already extremely low GCD time. Tornado Kick rotation monk is and always will be the best iteration of monk where it was at the peak of its own class design.
    While I'll agree that TK Monk was the job's peak, it was also the only time Greased Lightning was an actual mechanic, rather than merely a wind-up cost incurred once per continuous fight with a partial compensation likewise once per (continuous span of) fight. In T9 and a couple Extremes (Leviathan, etc.) that challenge was at least interesting, but it took all of a Tornado Kick bug giving it 30% more damage than was intended, old Riddle of Wind, and a less absurd CD on Perfect Balance for it to actually be a resource that offered the job additional agency.

    Without that context, honestly Blitz's little rotational adjustments made possible offers more nuance than Greased Lightning itself ever did. That's not to say that Blitz is great, only that forming job identity solely as a penalty/constraint, rather than anything leverageable or even anything sufficiently compensated for, is rarely a good idea. More so even than positionals, Greased Lightning required appropriate surroundings to feel like a real job mechanic (whereby you might time a speed-drop in such a way as not to waste [de]buff uptime, or knowing that there's raidbuffs enough to compensate, or because you really do need the burst then and there more than you need total damage, etc.).

    It still ticks me off that they didn't go deeper into the elemental and mini-burst-heavy route of late Stormblood, though. Small issues aside in terms of polish and some skills being left lackluster for the time (The Forbidden Chakra, especially), it was such a good direction.

    I'd rather they had double down on the stance-based Riddles, actually made the stances themselves worthwhile and/or replaced filler-APM The Forbidden Chakra with a couple stance-dependent skills each with additional effects and able to spend 1-7 Chakra per cast instead of the fixed 5 with no bankability (or a single button, but the action depends on the number of Chakra spent).

    Of course, would I still take a (more varied) Blitz system atop that? Sure. I want my Phantom Kick, Suplexes, Flint Kick, and Phantom Rush all (rather than good animations going to waste, replaced with level). I likewise wouldn't have minded seeing a take on the Dark and Light Chakra concept, especially as that seems about the only way Elixir Field would ever make any sense.
    (3)

  3. #3
    Player
    VentVanitas's Avatar
    Join Date
    Feb 2020
    Posts
    676
    Character
    Seiko Hanamura
    World
    Kujata
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    snip
    With how PB/Blitz currently functions, old Tornado Kick/GL would've legitimately worked better with each other. I would've taken that synergy over the pure oGCD filler that is Chakra. 2 charge 45s cooldown PB with GL3 would have been amazing to have and it pretty much would have solved almost all of the problems ShB MNK had with GL. (I say GL3 because the 4th stack never should have happened let's be real.)

    Alas, we could only have one of them... despite Blitz in its current form not really doing anything that would have conflicted with GL.

    Quote Originally Posted by Ransu View Post
    Absolutely not lmao.
    What is, then? Sure as hell wasn't the colossal failure that was ShB MNK.
    (3)
    Last edited by VentVanitas; 04-23-2023 at 05:27 PM.

  4. #4
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,885
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by VentVanitas View Post
    [1] With how PB/Blitz currently functions, old Tornado Kick/GL would've legitimately worked better with each other.
    [2] I would've taken that synergy over the pure oGCD filler that is Chakra. [3] 2 charge 45s cooldown PB with GL3 would have been amazing to have and it pretty much would have solved almost all of the problems ShB MNK had with GL. [4] (I say GL3 because the 4th stack never should have happened let's be real.)

    [5] Alas, we could only have one of them... despite [6] Blitz in its current form not really doing anything that would have conflicted with GL.
    [Numbers appended above in place of breaking this into a ton of small quotes.]
    1. Agreed.

    2. Same, but it's not either-or. Chakra was, after all, coexistent with even the brief period Tornado Kick was actually integral (4.2-4.55).

    3. Sure, but ShB Monk didn't really even have an issue with GL beyond turning Riddle of Wind from a way to generate GL to needing to generate one GL more (effectively taking twice as long to reach full performance). More generally, too, I'm just not a fan of creating new mechanics just to "solve" another, especially if its 'constraint' already amounted to a leverageable mechanic (as GL was between 4.2 and 4.55).

      I consider Barrel Stabilizer utter bloat for that reason, for instance, with a tweak to the mechanic itself being preferable to how that skill was used in practice, especially after Stormblood. (Old Ikishoten, on the other hand, in the context of gauge management amounting to more than just Shinten charges, at least worked with and enhanced the existing considerations/optimizations, though, so even Barrel Stabilizer's being crap may have had at least as much to do with tuning.)

    4. Agreed.

    5. What actual warrant is there for this belief though? Those in charge of a given decision shitting the bed does not mean that a bed could only ever have been intended for feces.

    6. It doesn't, but I don't think anyone, even the devs, have ever implied the two were conflicting. Greased Lightning, like so much else, was removed because they gutted it to the point that it was no longer a means of gameplay, only of annoyance, and many therefore asked for its removal.

      (And, again, without TK and/or sufficient DPS for a mechanic that is more legitimately hard to maintain [e.g., a far shorter duration but falling off one stack at a time instead, though even that would depend on frequent downtime to be entertaining]... it really is/was a dead mechanic. There's no point in keeping Greased Lightning by itself -- i.e., without any means of leveraging it.)
    (1)

  5. #5
    Player Ransu's Avatar
    Join Date
    May 2014
    Location
    Leaving my SAM in Kugane
    Posts
    2,948
    Character
    Raansu Omiyari
    World
    Gilgamesh
    Main Class
    Samurai Lv 100
    Quote Originally Posted by OceanicSky View Post
    Tornado Kick rotation monk is and always will be the best iteration of monk where it was at the peak of its own class design.
    Absolutely not lmao.
    (0)