My first impressions on Level 100 Monk.
Update on the balance changes from 7.01: https://youtu.be/e6MmWqmsCEg
Join the Discord server: https://discord.gg/SgGgt5apVW
source
My first impressions on Level 100 Monk.
Update on the balance changes from 7.01: https://youtu.be/e6MmWqmsCEg
Join the Discord server: https://discord.gg/SgGgt5apVW
source
o/
I like the new UI but I prefer the positional based gameplay. I still do them for fun even though I don't need to.
iunno. devs essentially killed the job for me. I cannot have fun playing monk anymore. maybe it is because i've been maining it for 7 years and i am just burnt out. Maybe i am just tired of constant reworks ever. damn. patch. But i think it is because new monk is just…bad.
It is way waaaay too easy and straightforward now to make my brain drip goody good chemicals uknow.
i like it, its very versatile now, to where one mistake doesnt mess up your entire rotation now, you can recover if your quick on your feet and re align fairly easily, previous monk felt like if you did that, you just had to miss an entire window to re align or just suck it up and keep casting out of sync
This job used to be so fun and unique years ago. Now…honestly it’s just boring
I really like the new monk. It plays roughly the same as before, but the execution of the new gauge just feels better to play.
Words cannot explain how much I hate Monk now. Went from my favorite DPS in the game to my most hated. There was nothing wrong with its buff application and it told you exactly what to do based on the buff duration. It flowed nicely, was active, and funny enough….we want SMN changes and more gameplay chamges but got barebone additions, but MNK that only needs a bit of spice got a full rework no one wanted. Now instead of looking at your buffs briefly, you have to stare at the guage to know where you are and when to use your spender. You do random moves not building up towards anything.
I love the new gauge, playing is super fun. Aoe potency is so sus though
Monk's whole appeal to me when I started was "the class that always has something to do", burst window or not. Always having to do positionals made for a gameplay that no other job had, on top of having to manage your debuff/buffs, and even stacks/forms in previous expacs. I can understand the need for simplification in order to cater to a wider audience, but this imo is going against it's identity and makes me want to play anything else, sadly.
i was starting at 90 doing a dungeon and i had to apologize to my party for falling asleep at my desk because this job is now even more braindead than it was before dt, and even before ew in shb. ball filler, ball drainer, dk bs dk bs, its certainly a lot of bs how bad this job turned out. i need to find a new mmo 😂
Yeah I main MNK ever since I started playing FFXIV. Veteran monk players enjoy the fast-pace, uptime that the job had, and the job paid off with very good damage when you did everything right. DT MNK literally dumb the job down in every aspect. In your burst window, you are only pressing 3-4 GCDs now. I get that this attempt is to get more players to get on this job, but fflogs still says otherwise on its popularity. This job went from monk to monkey because the difficulty and brain power to put into this job is abysmal now. I want to say that this is no offense to anyone who is playing monk right now. I'm happy that people are enjoying DT MNK, however me personally, I am not playing MNK for this expansion. I am disappointed that the job is going through its 4th rework, and they're really sending this job in a downward spiral for the vets that played this job. You can only put so much QoL and changes into a job, to the point that the job is unrecognizable.
I miss ShB MNK honestly.
I don't think I'll like it as much as EW monk but it's still fun. The new combo system is something I liked more than I thought I would, since your combos change more often with the additional balls to rotate through
I think anyone downplay this rework, is the same person who downplayed PLDs rework
MNK and PLD both had their "im special" crowd of mains, because noone wanted to play that trash, not because it was "too hard", it was just obnoxious and outdated
The funniest part about this Monk rework, is that nothing actually changed… you just dont have a DoT or damage buff now. Thats it.
In fact, they could add the damage buff and DoT back in, guess what?
It would play exactly the same.
The difference is about flexibility and options during odd and even burst windows
They need to buff certain things, but the people who are like acting as if "now its braindead", its FFXIV, all Jobs are braindead.
MNK wasnt doing randomised combos prior to DT. Its not like you say there, and went "omg on this pull, i had to use Demolish here instead".
No. Its hard set. There was one single optimal rotation, and then fights change optimisation based on downtime or the one fight per expansion that has more than 1 target for a single phase
The entire goal for this rework, was getting rid of MNKs dreadful readability, with a DoT, buff, GCD buffs ect all in different places of the UI, that you cant seperate from other buffs, and cant make bigger or move around, without doing it to the entire global pool of buff/debuffs ect
Anyone lamenting the "loss of old MNK" is a egomaniac, whos just mad that his special Job is actually going to get played for once in the 10 years this game has existed
I'm not gonna touch Monk until after the changes take place. A shame as they gave Monk a group heal that seems useful too!
The new skills look great and the Chakra able to stack above 5 is nice… but damn did they make MNK so incredibly braindead and dull to play. They somehow made the class that can feel more 'freestyle' to play into being such a stupidly dull stiff rotation. The extra buttons just feel 'there'. I get it could be a bit much for some players how it use to be, but its upsetting for a high skill job and dropped it through the floor and losing the 'feeling' mnk should have playing it for me. Honestly I feel like the could of done more to help guide players to playing MNk more efficiently instead of making it an incredibly boring job to play.
The problem that I have with Monk is that the sticker system as a resource is functionally irrelevant when the next correct GCD is always highlighted for you. The development team has stated that "it was our aim to preserve monk’s playstyle from the Patch 6.x series". My experience with monk's playstyle in Endwalker was that you had to manage a status effect with each form. Opo-opo, raptor and coeurl form. Every 1.93 seconds you had to make a decision on an enhancement or a spender. That's what Monk's identity was to me. That's why I liked it. That is its essence. It is why it was considered to be so difficult. With the highlighting system that's all gone. What is the point of a form system if there's no choice to be made within the forms? Why engineer a GCD ratio when that ratio is irrelevant? With Monk's current state I can disable the Beast Chakra Gauge from my HUD layout and play the job exactly the same. The HUD serves no critical purpose. This is a design failure. The job's fundamentals no longer synergise with each other. If they truly wish to retain 6.x Monk I firmly believe that Monk's forms must highlight all available GCDs, not just the correct one. The job doesn't function without it.
When I leveled every job to 90 at the end of EW, mnk was – by far! – my least favorite.
There are jobs I like more, there are jobs I like less. Mnk I downright loathed.
So yeah, I welcome any change to the job.
7.01 Balance changes for Monk: https://youtu.be/e6MmWqmsCEg