Positional bonuses is actually what attracted me to playing a monk.
Listen, when you do AK and that 1 person falls off and you need to finish off the wall fast, tell me where that positional bonus damage is at?
When you are fighting a boss and it's aoe'n to no end; or positions itself in such a way where you have NO CHOICE but to attack it from where you are standing tell me how this is a plus? Example: Chimera, hydra.
I like fighting bosses like the wall. That's a very interesting fight, they should have more of these sort of bosses in game and remove positional damage requirements so that your damage isn't going to compromise an interesting/fun battle. Positioning for extra damage should be limited to ONE move.
I repeat, it's NOT fun to jump around with a majority of the skills and struggle for that extra 30-70 dps.
I don't agree, for me it brings a complexity to the class outside of pushing buttons in the correct order. I really chose Monk because in beta 3 I felt like at 50 the class would be more complex than most which makes it fun...to me. Monk needs some quality of life changes (pretty much all of them involve making disconnects more friendly to where GL stacks don't drop so quickly) but I enjoy the class a lot as a whole.
Playing the Monk job means your gonna be fast, Have to be fast. Be in that position to get the best damage, run around to avoid aoe, keep your buffs up cause 12 seconds is plenty of time to keep GL up. If you can't keep it up your not playing to your best. They even decided to be nice and give you a skill called Perfect Balance to let you use any other skill without having to make a combo be it whether you mess up or the boss runs away. Example ; Snap punch x3, Demo. etc. I personally have no trouble out-damaging my other FC members ( Black Mage) or right there with them anywhere all the way up to Coil.
Go play bard. They have no positional requirements and do great DPS from last I heard. Last thing we need is every class being the same.... I enjoy positional switching and demon wall makes me appreciate that even more.
I played version 1.0 specifically for Monk before this positional junk was implemented.
You like being forced to "assume the position" I don't, I like freedom of my movements without penalty. And it's perfectly fine if you appreciate not doing optimal damage on a frontal only enemy; I don't share your enjoyment of this disadvantage.
Sure. Keep the positional requirments but then monks should overall do way more damage. I don't get it why monks are the only class that have to keep the GL stacks up all the time and uses the positional advantage to be competitive. The way monks are played you'd figure they would be without the best DPS class when handled perfectly but they are not.
i'm like akamu_aniketos, while the beta i have try to understand why they have put soo much stuff to the monk gameplay. indeed it's ask a loot for be use correctly, but the point that i still wonder, it's why did they add the position when they have created the combo system?
- selfbuff
- position
- combo system
- DoT
i still feel like the position must be take out of the monk, a martial artist life depend of he freedom of mouvement, and the position take out this!
Thats why it needs fixing!!
Haymaker is an awesome move...if it was off the gc and the animation is faster.
It would be a bonus to our dps every time we dodged an attack. Haymaker criticals for 500-600 damage right now on bosses. Thats only with full DL gear. Definitely a great tool if it wasnt so worthless half the time.
Right now, every time Haymaker pops up, I have to make a choice. Keep my buffs going or go for Haymaker. If it does not critical, its still 300 ish in damage, but the problem is: I could have gotten 300 ish with a regular cooldown like Twin snakes or Dragon Kick. And those cooldowns give us monks buffs.
Haymaker should have been extra damage for monks. Haymaker should have been off the grid/ off the gc.
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