If you try to make all 20 jobs appeal to all players, you end up catering your game to one specific type of player.
Don't like burst and want sustained damage? Like DoTs? Like pets? Too bad, we got rid of all that.
I didn't saw 100 Fists.. so yeah wait and see
I'm a little late to the party, and I never actually post here, but just my two cents.
I've been playing MNK since 2.0, and I've been around to do savage since we started getting it.
I've been around for every single MNK change and all the things they took from the job. Seeing what they've done to the only job that I ever really "loved" in this game upsets me in a way I can't put into words. the only thing we have left anymore is ONE buff, ONE dot, and a glorified Sen/Mudra sorta thing in the form of blitz. and at this point, any monk who actually gave any effort to the job only has to watch those timers for a split second, and they will already know what their next blitz looks like. We already lost 4 of our 6 positionals, and 2 of our dots. losing the last dot and twin snakes for the sake of "alleviating stress" if that's what they call it, just shows they're breaking jobs for people who never played them or were too scared by a couple of buffs and a few positionals (that don't even punish you too hard for missing anymore) to even think about leveling it.
I know nothing I said here will be useful for the devs or anything new for me and the 15 MNK mains left, and definitely not any good for the people who "are finally gonna try the job out now that the scary timers and positionals are gone", but I wanted to say something on the forums about it. :^). (I'm extremely mad) The dev team clearly wants MNKs like me to unsubscribe now(they might have wanted us to quit for the past decade).
I've been playing Monk since the beginning of Heavensward in basically all content I've done be it Eureka, Savage raids, or Ultimates, and I've done it on Monk before any other job in spite of the fact that Monk's development history has frankly been something of an extended train wreck. Endwalker's version is probably the version of the job I've enjoyed the most since Heavensward (for all of its many problems in that era) even if it's a very different job overall. Unlike the addition of Blitzes though which were necessary to give Monk basically anything to do after Greased Lightning was removed, these Opo Opo/Raptor/Coeurl's Fury changes just feel extremely unnecessary and they really don't seem to be designed to appeal to anyone who was actually playing the job with any regularity. Managing the timers of Twin Snakes and Demolish and how they influenced your rotation is fun and at this point they're basically the last of what made me fall in love with Monk to begin with since everything else (Greased Lightning and how it required extremely aggressive play, Touch of Death and Fracture, all the positionals adding additional skill ceiling, etc) has been removed over years of attrition of the job being changed alongside broader systems in the game to the job's detriment.
I'll probably still try Monk just because at this point my main job will now completely no longer exist so I'm essentially looking for a new main, but it doesn't make it any less of a bummer.
Also this is something of an unrelated gripe but the more I think on it the less impressed I am with Wind's Reply and Fire's Reply aesthetically or conceptually, they're practically spells and I don't find them super compelling as new skills. They just fall into the current "follow up" mold and I can easily see how in 8.0 two of Monk's new skills are just going to be a single target versions of them that spend the Wind/Fire's reply status.
Last edited by SpeckledBurd; 06-11-2024 at 07:46 AM.
The ranged attack isn't really... it's like saying shoulder tackle was a gap closer.
Riddle of Wind and Wind's Reply is looking like it's going to be basically identical to Phantom Kamatachi. You use Riddle of Wind on cooldown because it's a damage increasing button, you save Wind's Reply for when Riddle of Fire comes up because it's a big damage button you want to hit under buffs. Means if for whatever reason you're having to disengage from a boss it's possible hitting Wind's Reply ends up being a DPS loss. I'll let the math nerds figure that out later once we have final potencies.
hmm I kinda like the 6 button change they brought to Monk or whatever but No 100 Fists at lvl100?? Yeah No sorry it's a Bust
Alright I'll make an actual post for once. I played Monk back in 2.x and progged coils with it back then. It's more fun to play now than it's ever been since I'm not spending time constantly staring at my hotbar and can actually watch what my character is doing most of the time. I'm happy to see the buff timers and positionals go away, but I don't know how I feel about the new job gage I'll have to stare at for spending my punch points.
Then don't? With some half- to couple hours' of playtime, one can just memorize the rhythm of their abilities, as most frequent Monk players have done since ARR launched (or, if one played 1.x, since patch 1.8 forced rotations over priority systems)...
Correct me if I'm wrong, but doesn't the new gauge enforce more or less the exact same sequence of buttons you were doing in EW already?
Can't speak for the difference in feel between "gonna press button 5 next because otherwise Demolish will drop" and "gonna press button 5 next because the gauge is empty" yet, of course, but I don't imagine it'll be that big a deal.
Speaking for myself, I never jived with MNK mainly because managing buffs during Perfect Balance always felt janky to me, so I'll tentatively call this new gauge a good change
More or less. Right now, your choice is:Correct me if I'm wrong, but doesn't the new gauge enforce more or less the exact same sequence of buttons you were doing in EW already?
Can't speak for the difference in feel between "gonna press button 5 next because otherwise Demolish will drop" and "gonna press button 5 next because the gauge is empty" yet, of course, but I don't imagine it'll be that big a deal.
Speaking for myself, I never jived with MNK mainly because managing buffs during Perfect Balance always felt janky to me, so I'll tentatively call this new gauge a good change
spend leaden fist via bootshine if you have it, else dragon kick
Twin snakes to apply/refresh buff, else true strike.
Demonish to apply/refesh dot, else snap punch.
Now it will be something like:
Bootshine if you have an opo opo stance charge, else dragon kick to apply it (1 charge)
True strike if you have a raptor charge, else twin snakes to apply it. (2 charges)
Snap punch if you have a coeurl charge, else demolish to apply it. (3 charges)
In theory, you're going from managing a dot, a buff to keep up and a temporary empowering of one attack via a different buff. To managing three distinct but very similar function wise charges.
But in practice, it's still 'do I hit button A or B, C or D, E or F' as you cycle through your stances. You're still, more or less, making the same choices between three pairs consisting of 'setup attack attack and filler attack.'
It's just that what those three setup attacks do is being homgenized, and the visual information you need to keep track of is consolidated now instead of spread around on you and the enemy's status bars.
At least that's how I understand it.
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