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  1. #1
    Player
    VentVanitas's Avatar
    Join Date
    Feb 2020
    Posts
    675
    Character
    Seiko Hanamura
    World
    Kujata
    Main Class
    Black Mage Lv 100

    concerning Monk changes

    the changes to the combo system look... very worrying. it feels like a very unnecessary amount of work to try and achieve the same playfeel by making a less intuitive to understand gauge element when it could've just been left alone just fine.

    I will need the tooltips from the media tour to truly understand this change and say for certain, but if it's as bad as I think it is then MNK is going to feel a whole lot worse by enforcing a more rigid combo cycle on it.
    (16)

  2. #2
    Player
    Ianmaru's Avatar
    Join Date
    Aug 2023
    Posts
    94
    Character
    Ianmaru Voltaire
    World
    Tonberry
    Main Class
    Gunbreaker Lv 90
    i might be wrong but I think its not gonna be 'rigid combo cycle', more like something to make you can play the job without having to constantly to pay attention to your buff & dot icons. I play all the jobs decently and yes the most painful part of mnk is having to spend so much time checking buff timers to make sure I use the right skill. if the play style, feel, & the rotation will still be the same as it is now then it is a welcome change.
    (2)
    Last edited by Ianmaru; 05-17-2024 at 12:38 AM. Reason: typo

  3. #3
    Player
    Keichi's Avatar
    Join Date
    Sep 2022
    Posts
    268
    Character
    Maric Ward
    World
    Lich
    Main Class
    Black Mage Lv 100
    For me did it sounds like, that it will be more like all the other meele classes.

    Im neutral to it and need to see more. For the moment can i not image the changes much (because of low time, did i jumped most of the trailer).
    (0)

  4. #4
    Player
    Shikiseki's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    1,268
    Character
    Akio Shikimazu
    World
    Odin
    Main Class
    Summoner Lv 100
    The changes sounded overall positive to me tbh:

    Overflow of chakra is nice during brotherhood
    more unique combo system to boost the next attack of that form seems a lot like Viper could be based on their presentation
    finally a ranged attack even though I hope that will make six-sided star bit more viable
    (1)

  5. #5
    Player
    Esmoire's Avatar
    Join Date
    Dec 2018
    Location
    Gold Saucer
    Posts
    1,122
    Character
    Mei Coincounter
    World
    Ultros
    Main Class
    Goldsmith Lv 100
    It sounds like for the most part we will be hitting the same buttons, yeah? Like it's kind of muddy coming out of blitz but otherwise you alternate your raptor stance attacks as it is now, and you will probably have to in this update. Coeurl is where it's more interesting right now, and ultimately it's getting into optimization territory and we don't know how optimization will look right now until we get it in our hands.

    Chakra overflow on Brotherhood is good, tho! Should be way less stressful.
    (0)

  6. #6
    Player
    Silhart's Avatar
    Join Date
    Apr 2022
    Location
    Wolves' Den Pier
    Posts
    46
    Character
    Calv Silhart
    World
    Behemoth
    Main Class
    Dragoon Lv 90
    I need more time (and information) to process it all, but I am devastated at the loss of Optimal Drift. A surprise MNK rework was the last thing I was expecting - I felt like Endwalker MNK had a fantastic foundation to build upon, so why the need for sweeping changes?

    The gameplay preview felt very SMN-like to me... build your legos, consume your legos, repeat. Which I suppose is no accident, seeing as Endwalker SMN was such a resounding success among the playerbase. I should have expected this. I'll wait and see in case I'm missing something. Maybe there's hidden depth waiting to be seen at the Media Tour, but I sincerely doubt it, considering how much effort the devs have gone into removing depth from this game since Shadowbringers.
    (0)

  7. #7
    Player
    Amh_Wilzuun's Avatar
    Join Date
    Feb 2021
    Location
    Ul'Dah
    Posts
    300
    Character
    Amh Wilzuun
    World
    Famfrit
    Main Class
    Monk Lv 100
    Quote Originally Posted by Silhart View Post
    I need more time (and information) to process it all, but I am devastated at the loss of Optimal Drift. A surprise MNK rework was the last thing I was expecting - I felt like Endwalker MNK had a fantastic foundation to build upon, so why the need for sweeping changes?

    The gameplay preview felt very SMN-like to me... build your legos, consume your legos, repeat. Which I suppose is no accident, seeing as Endwalker SMN was such a resounding success among the playerbase. I should have expected this. I'll wait and see in case I'm missing something. Maybe there's hidden depth waiting to be seen at the Media Tour, but I sincerely doubt it, considering how much effort the devs have gone into removing depth from this game since Shadowbringers.
    Let's not assume optimal drift/something like it is gone yet. Wait until the media tour
    (0)

  8. #8
    Player
    velswen's Avatar
    Join Date
    Jul 2019
    Posts
    129
    Character
    V'els Wen
    World
    Brynhildr
    Main Class
    Scholar Lv 100
    I dislike the proposed Monk changes and hope they revert them. It was interesting before, no need to do what they're doing.
    (5)

  9. #9
    Player
    Silhart's Avatar
    Join Date
    Apr 2022
    Location
    Wolves' Den Pier
    Posts
    46
    Character
    Calv Silhart
    World
    Behemoth
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Amh_Wilzuun View Post
    Let's not assume optimal drift/something like it is gone yet. Wait until the media tour
    I'm holding onto hope that I am wrong in my predictions. But it's hard to imagine what form Optimal Drift would take without the pressure of timers to drive decision-making.
    (1)

  10. #10
    Player
    Amh_Wilzuun's Avatar
    Join Date
    Feb 2021
    Location
    Ul'Dah
    Posts
    300
    Character
    Amh Wilzuun
    World
    Famfrit
    Main Class
    Monk Lv 100
    Okay so basically rather than buffs/a DOT you now have buffing GCDs and spending GCDS.

    Dragon Kick gives you one "pip" of buffed nu-bootshine. Twin Snakes gives you two pips of buffed nu-true strike. Demolish gives you three pips of buffed nu-snap punch.

    So the rotation outside of burst window is essentially the same, but now people don't have to watch buff timers and can look at the shiny Job Guage™.

    With this in mind one guaranteed change is that we no longer need to refresh twin snakes buff before PB. Maybe a bit of complexity lost but not a big deal imo. As for how the 2 min burst window plays out I think that needs some more in-deptth theorycrafting. So we probably won't have the exact optimal drift as before but maybe in exchange you may need to think about having enough "pips" so that your Rising Phoenix PB sequence doesn't use unbuffed GCDs during party buffs. Maybe someone smarter than me can visualize this better or we can wait until media tour
    (4)

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