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  1. #1
    Player
    Eremite's Avatar
    Join Date
    Mar 2012
    Location
    Gridania
    Posts
    46
    Character
    Eremite Waste
    World
    Balmung
    Main Class
    Monk Lv 100
    Quote Originally Posted by Carighan View Post
    If the ants around buttons distract you, disable them and behave as before. Do 1:1, 1:1, 1:2
    This doesn't actually work out in actual gameplay - the Opo-Opo stance tends to get out of sync with the Raptor stance after every other Perfect Balance window.

    It's weird stuff like this that makes it feel like it wasn't play tested more than a cursory "good enough". I'm curious if there's anyone on the team that does job actions that plays MNK.

    It does at least add a *little* bit of complexity if you want to play perfectly.

    I'm actually fine with MNK as it is, but would still love to see Riddle of Fire cooldown shortened to 55s to fix the 2m drift problem.

    Also a ranged attack - even if it's adding like a 15-20 yard range to Forbidden Chakra so I have something to do while I'm having to dip out for 5-10 seconds yet again because this tier hates melee.

    I suppose my 3rd ask would be letting Meditate grant a Lunar + Solar nadi when out of combat. The double lunar opening is f***ing cursed and it would be nice to be able to do a big burst on pull like literally every other job.
    (1)
    Last edited by Eremite; 10-27-2024 at 05:40 PM.

  2. #2
    Player
    Eremite's Avatar
    Join Date
    Mar 2012
    Location
    Gridania
    Posts
    46
    Character
    Eremite Waste
    World
    Balmung
    Main Class
    Monk Lv 100
    No changes at all to MNK in 7.1 -_-

    We're the bottom of the barrel in terms of personal DPS (excluding phys ranged and the res-casters) but the other melee all get buffs.

    Truly the forgotten job.
    (2)

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,874
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by mallleable View Post
    DT MNK is good actually. I want more 'build your own combo' systems like PB/Blitzes. Give it an ability that temporarily unlocks Greased Lightning IV.
    PB/Blitz is good, yes, but... what all can be leveraged from them, and their relative value, has already been reduced with DT relative to EW. I would honestly have to say DT Monk is a disappointment largely because of (what it did to) PB/Blitz.


    Quote Originally Posted by Carighan View Post
    * Each step has four options:
    * Default (2,0s GCD, full movement, no secondary effects but it gathers stacks for some other effects)
    * Casted (3,5s casted, extremely strong, highest DPS, very immobile and slow and breaks rhythm since it doesn't align with the normal GCD)
    * Augmenting (buffs and debuffs, most scale based on the stacks from the default attacks so you need to get a certain amount in)
    * Supportive (group heals, self shields)
    ??? Why would we want Monk to be more of a caster than BLM has ever been? Or an even more problematically extreme version of an Augmentation Evoker, for that matter?

    More importantly, though, this would be mostly incompatible with Perfect Balance, as you'd really have, in total, 12 ST (and, via toggle, 12 AoE) actions, up from 9, all to more than likely muddy or simplify rotation.

    Remove the AoE, that's an oGCD now that flips all combo moves between their single and AoE versions.
    This wastes the opportunity to offer some variance across 2|3|4 target situations. While it would reduce key-cost, I'd rather increase ST and AoE skills use cases each in the opposite situation.


    Quote Originally Posted by Eremite View Post
    This doesn't actually work out in actual gameplay - the Opo-Opo stance tends to get out of sync with the Raptor stance after every other Perfect Balance window.

    It's weird stuff like this that makes it feel like it wasn't play tested more than a cursory "good enough". I'm curious if there's anyone on the team that does job actions that plays MNK.
    Honestly, I prefer that such a desync exists and has to be played around. As you said, it adds a little bit of complexity, and I like that.

    Also a ranged attack - even if it's adding like a 15-20 yard range to Forbidden Chakra so I have something to do while I'm having to dip out for 5-10 seconds yet again because this tier hates melee.
    5-10 seconds forced melee downtime without also seeing forced downtime for everyone else? Starting from the GCD's having recovered from SSS? That seems unlikely.

    Personally, I don't see a need for a ranged attack so long as we're given more agency over our Chakra count. A ranged tool is, in essence, any that supplies us with potency even when outside of melee range. Meditate gives 80p/second, increasable by later raid buffs. Until the recent ranged skill buffs, that was the actually the best of the ranged tools, at a nominal 200p-per-2.5s and the most granularity. The others have only just caught up.

    For my part, I'd just like to see Meditate's GCD cost scale with GCD speed (thereby remaining half a GCD, rather than increasing its relative cost as one's global recast time decreases) and Meditate itself have a chance to crit for an extra Chakra.

    I suppose my 3rd ask would be letting Meditate grant a Lunar + Solar nadi when out of combat. The double lunar opening is f***ing cursed and it would be nice to be able to do a big burst on pull like literally every other job.
    Have to disagree. I like that at least a job or two can still actually have some delayed / not-automatically-and-instantly-synced burst.
    (3)