issue with monk is they are depending on short buffs that get forced off during big fights
issue with monk is they are depending on short buffs that get forced off during big fights


while the beta, i had make a loooong thread about the problem in the monk design.
- the lack of range attack, we did loose the chakram of the V1... for nothing. all the other melee class did get a range attack.
- the self buff too short for be maintain in high level fight.
- the damage of the monk far too low in comparaison of the other dps. you can say, yes if we keep the buff we deal insane damage.... the fact is, we can't maintain the selfbuff enough for get this insane damage.- the position in our attack... it was not needed, we had an incredible combo system, instead to make it complet, they have add the position that some people was asking. we do get a side combo and a back combo... but no front combo. making the monk pretty weak alone or in some condition.
- the dot... gosh, why do the monk need DoT? instead of the range attack that was needed for the monk at level 15 we did get a DoT outside of the cycle and Demolition one of the most impressive skill of the monk now deal... a DoT only.
like i have said in my previous post in the beta, the monk feel like a rogue or a thief... not a martial artist trying to annihilate him target like it's describe.
how change this?
an important revamp of the jobs/class is needed:
- take out the damage buff from GL and put back the damage in the skill. the increase of speed is more than enough and at least like this the monk will not be screw everytime the selfbuff disappear
- take out the position in the skill of the monk, giving him the freedom of mouvement it need soo badly. a martial artist is facing him opponent not try to take it from behind like a rogue/thief.
- give a range attack to the monk.
- and the most important work more on the combo system... actually the freedom we was expecting at the announce of it hide a pretty strict system that don't allows any error.
you can upgrade the combo system by adding a sort of count of hit done, some skill can't be used if you don't reach a certain number of attack. when you reach the number needed you use it for launch a powerfull attack and reset the count and the selfbuff.
I have once more idea. Monk needs to attack from behind and from the flank. So monk needs more stun attacks to bind enemy and will be able to use this seconds to attack from different sides. Now monk has only one "normal@ stun attack, but it is not enough
Last edited by Onyxys; 09-25-2013 at 03:58 AM.


the trouble is the position needed! not add stun, take out the position and we will get more freedom and dps.
This thread is hopeless. The retardation is too stronk.
Thiefs in other games hit faster but dealing small dmg, having more crit, and bust for dmg, like backstab and such.
Monk is not like thief at all, the only reason why ppl think that is becouse of positions.
Gl sucks becouse if GL is gone your dps is bad. Buffing all skills dmg and remove the dmg+ part from GL would make monk to op. They should buff the duration of GL to 15 sec atleast.


by adding effect instead, melee class lack thing to make them usefull in comparaison of the ranged. why not allows the monk to use some sort of pressure point on the enemy that will add debuff.
or simply give the damage bonus without position, the monk need freedom, he is potentially the most fragile class of the game since he is a melee and don't have a tons of hp nor mitigation. the position is simply endangered him. class like thief will have a better use of this mechanic.
let's see each skill:
- Bootshine, when used in opo opo stance, increase the damage deal by the critical attack of the monk for 12-15 second.
- snap punch, simply give him the 180 potency without the position
- true strike, increase the potency to 180 and take out of the critical chance
- twin snakes, like snap punch get the 140 potency
- dragon kick, simply give the 150 potency.
a lot of this skill already give something, why add the position bonus into this. the two skill bringing nothing are bootshine and true strike, by increasing the damage or giving small bonus you can make them interesting for be placed in a rotation.
@jokingcat: i don't see why it will be op, since the damage will be the same as when you get the 3 stack, the only difference will be the speed of attack given by GL. if you loose it, you are not totally screw, you will still need to get it to the max for get the maximum output possible by getting the speed boost.
Last edited by silentwindfr; 09-25-2013 at 04:49 AM.

I think the issue in FF14 has more to do with the significantly bad delay between the mobs turning and the clients being updated on the mob position / direction. The client is around a full second behind, which is pretty bad, making it a pain to land positionals when the boss/add has any notable movement.
I agree that buffing Monks initial damage by removing the positional requirements won't make him op. Their damage would just increase by some margin, but it won't outweight the others by far. In addition there are AoE's to be aware of, this reduces their dps significantly already.
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