My ideas for Monk for 8.0
As an intro, I have had these ideas for a while (so much so that I had to write them down to get them out of my head). The general goal for these idea is to take what we currently have and make minimal changes to, hopefully, change how the job feels and differentiate it from other jobs in the same group. Starting off with the main change to (most) jobs then going into Monk specifically, then finishing off with how they can change the level up move list, mainly the low levels.
Universal Job Changes
This should come to no surprise, but the 2 minute meta has to go. It was hated in EW and now even more in DT. The main thing it does is force jobs to have to burst every 2 minutes, if you cannot do that, you get left behind. This is a problem as it massively favours jobs that fit that damage profile, to the point where jobs have been reworked in order to better align themselves with this. What has caused the 2 minute meta? Temporary raid buffs. Most jobs have them and with the multiplicative of % based buffs (plus the massive potency associated with these windows), your DPS effectively doubles. Just from a full team of 5% damage increase from raid buffs you get a 21.6% damage increase (to complete the list, 3 = 15.8% and 2 = 10.2%).
However, raid buffs do not necessarily have to be about just a % increase. You can use them to provide utility back to the user, just like the secondary effect of Brotherhood. Take away the 5% damage increase and instead you get an AoE chakra generator where everyone is contributing to your own Chakra gain. So this is the first change to Monk and it is just getting rid of the damage increase from Brotherhood.
Monk
Going into Monk proper, I wanted to bring back one of the things that made Monk a bit different, and that was the more sustained DPS, however, I also didn't want to completely remove some sort of burst period. I also wanted Monk to follow that sort of 'adapt on the fly' philosophy. In my opinion, you cannot really adapt if you are constrained by something and Riddle of Fire being a period of damage increase in quite constraining. For my idea to work monk would have no damage% increases, so Riddle of Fire would need to be reworked, so I will talk about that later, Brotherhood has been adjusted as above. With these fixed periods of increased damage gone, Monk is free to use Perfect Balance whenever it wants, without consequence. Which leads into the next change, Perfect Balance being the 'burst window'. I wanted Monk's burst to be flexible for that 'on the fly' feeling, but I also wanted it to be short to kind of mimic, see an opening, take advantage quickly. This means, with the 3 GCDs in Perfect Balance and then Masterful Blitz, that is 4 GCDs I can call 'burst'.
However, it isn't much of a burst if most of it is still the same damage as your regular combos, so an addition to Perfect Balance is it adds a fixed potency to every GCD used under Perfect Balance. Again, I didn't want a % increase otherwise you necessarily start constraining it to specific GCDs to get the most out of it. The only exception here is Bootshine/Leaping Opo. Due to the fact they auto crit, there is some % damage scaling going on there, however, I think just that 1 GCD is fine and isn't too restrictive.
With that, that is the basic outline of what Monk could be. A more sustained DPS with a very short, but strong, burst window that is not fixed to any point in its rotation.
The next thing I want to talk about is the effects of the different GCDs. With DT, they changed Monk's GCDs from each bringing a buff/debuff/straight damage, to each just being Dragon Kick > Bootshine, but in Raptor/Coeurl form. There is no reason why either of the systems couldn't work with the adjustments above. Personally, I think I would prefer the Beast Fury, as long as they change it back to being a 1,2,3 stack. To me, for the short time it was around, it felt a bit more chaotic and kept me on my toes more. That was likely due to it messing with 10 years worth of muscle memory, but as I said, either system could work here. Same with positionals, whether we have them back or not is going to be defined by how much they change fight design and if it enough to warrant the removal of positionals.
Riddles
Riddle of Wind/Wind's Reply. In my opinion, fine as is, it is just an auto attack increase and doesn't affect any other damage, though giving Riddle of Wind some AoE damage could be an idea (more details in the 'low level' section below'. Maybe change Wind's Reply to also grant Formless Fist, one of the ways you can mitigate the impact of Bootshine/Leaping Opo in PB windows. Riddle of Fire is the bigger issue here. We don't want a % increase to damage as that goes against what we have built, I also don't think just having it provide fixed potency is good enough as that is just Perfect Balance. However, what I think we can do here is give Monk that ranged attack it always wanted (Edit: To be clear, this attack would still be on a cooldown and not spammable). Similar to Viper, in that Uncoiled Fury is a DPS gain, even at close range, Riddle of Fire would be a DPS gain at close range, but can also be used at range. Fire's Reply, then, would be comboed off of Riddle of Fire. However, whilst Riddle of Fire would have a set point it has to be used, you can still delay Fire's Reply so you have some flexibility with it.
Summary
And with that, fairly simple and easy changes that can be applied to current Monk that will, hopefully, make it stand out from the rest. As a recap:
-Remove all %damage increases.
-Perfect Balance now adds a fixed potency to GCDs used inside it and it becomes a mini burst.
-Riddle of Fire changed to be a ranged combo attack.
-If keeping Beast Fury, change to 123, however, can go back to buffs/debuffs easily as well.
Everything from here on will just be lower level things and then what they can do later on, assuming they stick to just levelling up, so if you do not care about that, you can finish here.
Low levels
For the most part, I do think Monk is pretty good as you go through the levels, however, I do think there are 2 things I would change. The first is Masterful Blitz at level 50, however, it is a watered down version compared to level 60. Doesn't matter what you do in PB, you always get the same attack, in this case, it can be Celestial Revoluton. We aren't gaining any Nadis here, it is literally just to make PB more useful at the lower levels and get people used to using it. Here is a fairly low risk mini burst you can do.
The second, I would like to see the Fists return and to do that, I will make them lower levels of the Riddles, of which I will break them down one by one:
-Earth: This is an easy one, there are already 3 effects on Riddle of Earth. Fists of Earth will be the simple damage reduction, later on, with Riddle of Earth, it can add the regen and then finally, Earth's Reply bring it to how it is now. Fists of Earth should be fairly low level, level 10 looks to be fairly sparse, so I will add it there. Riddle of Earth is a bit harder, I don't think it should come before level 50, but Earth's Reply is level 64 and I don't really want to push that back further. 62 would be too soon, so I would propose 56. It might be too strong for HW, but I don't think that is going to matter much. That leaves the final levels at levels 10, 56 and 64.
-Wind: Little bit harder, Fists of Wind used to be a movement buff and Riddle of Wind doesn't have 3 effects, so we cannot just break it down and a movement speed increase I don't think is exciting enough on it's own. It did also used to give GL4, but since we are effectively always in GL4 (and I don't think we need a GCD speed increase) that isn't an option either. Earlier in the post, I mentioned an AoE attack, this would be cantered on the Monk and it is just extra AoE DPS from Riddle of Wind so it doesn't feel as useless as it does now. With that, level 35 should be when Fists of Wind is available, this is the increased attack speed and a slight movement speed increase, level 72 is then when it gets the AoE damage and finally, level 96 for Wind's Reply (which potentially, could also grant Formless Fist).
-Fire: The hardest one as we are literally changing it completely. Fire's Reply is fine as is, so it is what we do with Fists of Fire and Riddle of Fire. I know I mentioned ranged attacks earlier, but it could also be a melee attack that combos into the ranged attack. Either way, Fists of Fire should be single target, Riddle of Fire would then be AoE, like Fire's Reply. Fists of Fire would be learnt quite late in the level 50 range at level 45, Riddle of Fire then at 68 and finally, Fire's Reply at 100.
After level 100
Now, this is where the fun comes in. APart from the obvious upgrade to Dragon kick, Twin Snakes and Demolish, there is one other aspect of Monk that has not been upgraded, and that is Perfect Balance. My proposal would be, if you have a Solar and Lunar Nadi, Perfect Balance gets upgraded (call it, Perfectly Balanced or something). What this then does is put you in a new form, which changes your GCDs into a new attack. All Opo-Opo attacks will be the same, all Raptor attacks will be the same and all Coeurl attacks will be the same. They will be AoE so as to be useful in those situations. Now, ideally, I want a system that forces the use of all 3 attacks, of which there are 2 simple ways to look at it. Either just allow free choice and allow players to do it in whatever order they want, or maybe look to Dancer and force a specific order via RNG (there could be other options of course). If you use each one once, it powers up Phantom Rush's potency, mess it up, and the potency increase is less.
That is my general feel for what I think could be done to improve Monk and (potentially) make it stand out compared to other jobs. Feel free to comment and make suggestions, the only thing I wold be like people to be considerate of if they do suggest changes is the fundamental principle that underlines the whole thing, and that is no forced, fixed burst windows. I should be fairly free to use what I want, when I want, other than that, go ahead.