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  1. #11
    Player
    koko-on-da-forumz's Avatar
    Join Date
    Jun 2024
    Posts
    196
    Character
    Kokola Kola
    World
    Malboro
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Mikey_R View Post
    Could it just be that, since you aren't used to looking at your hotbars, or a different UI element, it is just throwing you off? Fundamentally, it is the same concept, just displayed differently.
    That's part of it, definitely.

    But it's also worth accounting for the fact that the buffs and debuffs are integrated into the rest of the combat UI. Your hotbars are layered ontop of that with bulky flashing skill icons. Either you place them somewhere that covers important visual cues or you have to look away from important visual cues to look at your hotbar.

    Personally, I wouldn't mind the change so much if they took away the glowing hotbar and forced us to rely on the job gauge. But as is, looking at the job gauge is one step abstracted from literally telling you what button to press next, so it's hard to force myself to not just look at the glowy button in the heat of things.
    (1)

  2. #12
    Player
    Krakatoa's Avatar
    Join Date
    Jul 2024
    Posts
    7
    Character
    Krakatoa Ignis
    World
    Exodus
    Main Class
    Black Mage Lv 100
    I agree with you here honestly. I actually have been enjoying the new monk and feel like I'm staring at UI elements slightly less than I was before. It's really not all that difficult to glance at the fury bar before every 3 hit and mentally note, okay the next two 2nd hits are going to be X, the next 3 third hits will be Y. Your 1 button changes every time so it's not like you need to really keep track of it all that often to begin with.
    (0)

  3. #13
    Player
    Hazusu's Avatar
    Join Date
    Jul 2024
    Posts
    5
    Character
    Stella Nabradia
    World
    Famfrit
    Main Class
    Monk Lv 100
    My point is that the rotation was so much simpler back then that you didn't need to stare at the buffs and debuffs with a reasonable amount of time on the job. Remembering to alternate your 1s and 2s was very easy, and the most taxing part on your mental stack was remembering to fit demolish after two True Strikes, but even that was a normal ask. For comparison, the old DRG filler rotation was 10 GCDs long; MNK's was 12 . At even a somewhat moderate level of playing MNK, you likely did not need to stare at your buffs.

    My point is that doing that has become a lot harder, now that the sequence has tripled in size. You now need to basically check your UI element at the beginning of every 1-2-3 GCD loop, as memorization of the entire rotation (as in, the 12 repetitions of the 1-2-3 GCD loop, ergo, the 32 GCDs) has become something only accessible to MNK players that are a lot higher on the skill spectrum. No other job, as far as I'm aware, has this long of a filler rotation.

    I posit that having your BASIC rotation being this hard to memorize and thus being dependent on you checking on a UI every few seconds is worse design. I know they aren't bringing the timers back, which is why I proposed that they just make the rotation smaller by adjusting the amount of fury granted by each of the setup weaponskills.
    (3)

  4. #14
    Player
    Ramiee's Avatar
    Join Date
    Dec 2022
    Location
    Uldah
    Posts
    1,096
    Character
    Grainne Gothram
    World
    Cerberus
    Main Class
    Black Mage Lv 50
    My compete opinion on new monk is meh it's fine, yet another monk rework.
    Honestly they should look into adding auras to characters to fix ui staring issues. When you switch stance have you glowing or something to show you should use your enhanced moves or something.
    I don't think it's a major problem because as I get used to monk I can glance at my beast bar and memorize the next few combos. But yeah it could be handled better.
    (0)

  5. #15
    Player
    GrizzlyTank's Avatar
    Join Date
    Jul 2015
    Posts
    1,714
    Character
    Livia Bloodletter
    World
    Phoenix
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Ramiee View Post
    My compete opinion on new monk is meh it's fine, yet another monk rework.
    Honestly they should look into adding auras to characters to fix ui staring issues. When you switch stance have you glowing or something to show you should use your enhanced moves or something.
    I don't think it's a major problem because as I get used to monk I can glance at my beast bar and memorize the next few combos. But yeah it could be handled better.
    Could move the resource bar to the middle of the screen. Or move skill bar to the center to see the highlighted abilities.
    (0)

  6. #16
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,502
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Hazusu View Post
    My point is that the rotation was so much simpler back then that you didn't need to stare at the buffs and debuffs with a reasonable amount of time on the job. Remembering to alternate your 1s and 2s was very easy, and the most taxing part on your mental stack was remembering to fit demolish after two True Strikes, but even that was a normal ask. For comparison, the old DRG filler rotation was 10 GCDs long; MNK's was 12 . At even a somewhat moderate level of playing MNK, you likely did not need to stare at your buffs. ...
    The problem is you are thinking about how log it takes to get back to the start and treating it like a rotation, however, since Monk doesn't follow the rotation like normal jobs, it isn't a fair comparison.

    Monk only has 1 'combo' (using that term loosely here), and that is Opo-Opo > Raptor > Coeurl. Each of these has 2 attacks which you use based on what buffs you have. This gives you 8 possible permutations for possible combos, you just need to use the right ones.

    However, on the topic of '36 GCD combo strings', you wouldn't even get a chance to go through the whole thing anyway. 36 GCDs, at 2 seconds per GCD, is 72 seconds, which takes you through PB phases, which is going to misalign you from the '36 GCD string' you want to follow anyway.

    Again, this is just you thinking about the job wrong. Rather than following a set GCD pattern, you need to adjust on the fly, think ahead, just like old Monk. Which also ties in with Dragoon, I don't think you memorise the full 10 GCD rotation, you, in your head, think Chaotic Spring combo, Heaven's Thrust combo and muscle memory takes it from there.


    As an aside, here is the full 36 GCDs in number form, 1 is buff, 2 is spend:
    111
    222
    122
    212
    121
    222
    112
    222
    121
    212
    122
    222

    I have similarly highlighted the differentGCD strings that appear more than once. In total, of the 8 possible permutations, only 6 different ones are actually used, missing 211 and 221. This doesn't mean they will never be used as the PB windows can scramble this as I have previously mentioned, which again highlights the importance of adapting to the situation rather than just following a static GCD loop.
    (0)

  7. #17
    Player
    Ramiee's Avatar
    Join Date
    Dec 2022
    Location
    Uldah
    Posts
    1,096
    Character
    Grainne Gothram
    World
    Cerberus
    Main Class
    Black Mage Lv 50
    Quote Originally Posted by GrizzlyTank View Post
    Could move the resource bar to the middle of the screen. Or move skill bar to the center to see the highlighted abilities.
    Yeah that's an okay way to fix it but still the beast chakra is connected to the lunar solar thing so it's a pretty big bar, pretty bad if you have a small screen.
    (0)

  8. #18
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,502
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Ramiee View Post
    Yeah that's an okay way to fix it but still the beast chakra is connected to the lunar solar thing so it's a pretty big bar, pretty bad if you have a small screen.
    Ideally, they would split the Beast Chakra and the Fury gauges into 2 separate elements so that they can be moved independently, however, I don't think any job has more than 2 elements to their job gauge, so I suspect there might be a limit to what they have allowed jobs to have. Howe easy it would be to change that, I'm not going to comment on.
    (0)

  9. #19
    Player
    Ramiee's Avatar
    Join Date
    Dec 2022
    Location
    Uldah
    Posts
    1,096
    Character
    Grainne Gothram
    World
    Cerberus
    Main Class
    Black Mage Lv 50
    Quote Originally Posted by Mikey_R View Post
    Ideally, they would split the Beast Chakra and the Fury gauges into 2 separate elements so that they can be moved independently, however, I don't think any job has more than 2 elements to their job gauge, so I suspect there might be a limit to what they have allowed jobs to have. Howe easy it would be to change that, I'm not going to comment on.
    This is the same game that took 11 years to put a countdown on your effects on the party bar. I don't even think they know how to change UI stuff within a reasonable amount of time.
    (0)

  10. #20
    Player
    ArcadianGenesis's Avatar
    Join Date
    Aug 2013
    Location
    Austin, TX
    Posts
    11
    Character
    Ye Wenjie
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Hazusu View Post
    because I have to look at my fury gauge too often.
    I don't understand why you would ever need to look at the fury guage when the hotbar literally tells you which button to press next for optimal damage. To be fair, I kind of agree which your overall conclusion, because I find myself looking at the hotbar more often now, and sometimes that makes me get hit by a boss mechanic. But I almost never look at the fury guage.
    (0)
    Last edited by ArcadianGenesis; 07-13-2024 at 03:40 AM.

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