I agree, having more positionals on monk would definitely make the job feel better

I agree, having more positionals on monk would definitely make the job feel better
Its probably because they designed the combat around the 2m window. So you have to align you hardhitters in a way you will catch this window.
So in the end they will design all classes to fit that pattern. I know its not that popular with all people, but its probably the easier way to balance stuff and i must they the FF14 team does a better job in balancing stuff than other MMOs.
Sustained damage class designs play like a pepper mill or a barrel organ.
Thats the issue with "Fun", its subjective. Some players like positionals, some dont and some dont care. maybe some people really enjoy monk now because they like the style.
I generally think they will adjust the class design to fit into the encounter design and not the other way around.
The thing is especially monk has to be accessible because its a job that starts at lvl 1. reaper and viper are job that start at level 70/80 so you need to get there first.
Maybe it can get more complex in the later levels.
And i think when you look and the newer jobs you can see what job design SE is aiming for.


Ok i will made in simple : reintroducing postional to Monk is like asking a Martial Artist Master or a Pro Combat Sport fighter to reintroduce the unnecessary excess movement, that he trained for years to remove, into his fighting style... I think you know the answer.
Also, more mechanics just make a gameplay more cluterred and.... Cluterred ≠ Complex.... And a good exemple is Chess : simple rules, simple mechanics, accessible to everyone but still have a lot of depth and complexity.
Something doesn't need tp have a lof of mechanics or feature to provide complexity and depth.
And for the Homogenization : no it doesn't exist. My illustration with Racing Car engine still stand : it's not because you have the same engine that the perfomance and how to pilot them are the same... And the answers provided by a few post above prove me that some people can't understand that, or don't want to see it and just use bad faith to respond.
If you want a real homogenization here what it is : Lineage II, the 3 dagger user class (Assassin style class using dagger) which are : Treasure Hunter (Human), Abyss Walker (Dark Elf) and Plain Walker (Elf), in 2004 they had the exact same active skills (same name, same icon, same effect).
The difference was made by the racial stat and 1 passive skill for each (Treasure Hunter had a passive that boosted the attack speed, Abyss Walker had one more level in Critical Power Boost and Plain Walker had one more in Critical rate boost)
This is what ihomogenization is.
Last edited by Lorika; 07-26-2024 at 12:20 AM.


2 minute meta is generally hated by pretty much anyone who does hard content so it was a massive mistake. Also the game isn't well balanced at all instead of certain classes being undertuned or weak patch by patch like other MMOs in ff14 entire roles are undertuned for expansions.
Phys range has been terrible since TP stopped being a thing, look at how often machinist gets rebalanced. Healers get dropped asap from comps to add in an extra DPS during reclears because they aren't important anymore and melees are so powerful double melee has been standard since SHB. This game is not balanced I don't know where people get this idea from.
There's 6 melees design them for 6 different players if you lose your favourite job to these redesign, tough, SMNs lost their favourite job and never got it back you live with it too.
Then encounters stagnate because there's lack of imagination in how the encounter will interact with unique job design aspects. SB was amazing because the game has great encounters and great job design.
Black mage the hardest caster starts at level 1, scholar the hardest healer starts at level 1, ninja the busiest melee starts at level 1. This was never a standard for accessibility most of the historically hardest jobs started at level 1 look at old summoner. Adding positionals to monk doesn't even make it super hard anyway, it's a very basic mechanic.
Well considering Sage was a carbon copy of sch and reaper/viper was incredibly basic then compared to pictomancer which is one of the most unique jobs we ever got I really don't know what the job design they're aiming for is.

Desperately want to feel like with how much I have nothing better to do than hit dragon kick bootshine dragon kick bootshine that I'm doing anything at all besides mashing two buttons. Having to move between each felt good, especially on gamepad - it mimicks a street fighter style quarter-circle motion between your big hits, very nice! Positionals returning adds any amount of depth to a rotation that has had zero changes but to simplify it in two expansions now. This would be a huge improvement.
You can't post on these forums if you haven't logged into the game in the last month. How recently did you quit?
Even if you HAD actually quit, that wouldn't make you right, considering we're talking about subjective opinions (what is or isn't fun.)
The fact you you have more likes doesn't make you right, either. It just means you're being critical of SE on a forum where it's popular to be critical of everything.
Last edited by StriderZessei; 07-27-2024 at 02:07 AM.



Why though? I’ve always been indifferent to positionals: I don’t think they’re difficult, but I also don’t think they’re fun or engaging or realistically add anything to the class either. Shifting a few pixels to the left or right as necessary is kind of just busywork, not exactly riveting gameplay. There isn’t even a visual indicator that you’re landing them, and the potency difference is small enough that just eyeballing the damage doesn’t tell you anything either (unless you dig through the log). I saw someone mention an audio difference, but I’ve played MNK since 1.0 and I can’t say I’ve ever noticed, but I guess I can perk my ears the next time I’m handing out fades.
I really don’t care if SE puts more of them back, but I also wouldn’t mind if they stayed gone. Years of muscle memory still have me moving for raptor skills and Bootshine anyway so nothing has ever changed for me. You may as well just pretend they’re still there instead of asking SE to reimplement them.
Given that any other contributor of relative potency would likewise just be compensated for if removed, the same would go for Riddle of Fire, or Chakra generation/spending, or even melee range.
Chakra spends two keys to provide less APM and lesser optimization challenge than what Shadowbringers positionals brought over Endwalker/Dawntrail. So what makes positionals uniquely dispensable where, say, Chakra generation is not?



Spending Chakra and pressing other CDs are actual gameplay mechanics with feedback. Even generating Chakra even though it’s mostly passive, you’re still doing something to generate it and have a little control over its rate. You would notice if those went away. Positionals for MNK are you just moving slightly with an effect that can’t really be eyeballed. There is no tangible feedback unless you’re using a parser or reading the combat log.
I just don’t think positionals ever added anything to MNK because buffs and debuffs didn’t depend on it in the past (Dragon Kick’s debuff may have at one point, though I’m pretty sure it didn’t). The Fury gauge doesn’t depend on it now. Our combo never depended on positionals to function period. Aside from a potency difference (which again, can’t really be eyeballed) they never really influenced gameplay or flow. A lazy monk could stand in one spot and their rotation would look exactly the same as a monk who hit every positional, just with less bodily movement.
You can move between the rear and flank for True Strike and Twin Snakes right now and the gameplay is exactly the same whether they have a positional bonus or not. The only reason not having it right now would matter is if the player is the path-of-least-resistance type who doesn’t move because they don’t need to and they want SE to force their hand.
If positionals did more for MNK than a simple potency bump then I would feel differently.

I think the gameplay of positionals (slightly shifting to the left/right) and the gameplay of Forbidden Chakra (pressing an oGCD the moment it lights up) to be equal in engagement to each other, that is to say not very engaging at all by themselves.
I did like the theme of MNK being the job that has to move constantly to hit sweet spots on enemies. But I do agree there has to be some kind of feedback from the game. What if hitting a positional built up 1/2 of a chakra? Or had a 50% chance to open a chakra on top of critical hits opening a chakra? There would have to be permanent overcap protection but I think it's a nice and simple way to integrate positionals.
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