Monk Job Adjustments - Answers To User Suggestions

Eorzea Time
 
 
 
言語: JP EN FR DE
日本語版のFFXIVPRO利用したい場合は、上記の"JP"を設定して、又はjp.ffxivpro.comを直接に利用してもいいです
users online
フォーラム » FFXI » Jobs » Monk » Monk Job Adjustments - Answers to User Suggestions
Monk Job Adjustments - Answers to User Suggestions
 Siren.Kalilla
VIP
Offline
サーバ: Siren
Game: FFXI
user: Kalila
Posts: 14552
By Siren.Kalilla 2011-08-10 20:25:59  
This may or may not provide some new information to the MNK community, but if not then I apologize since I do not keep up with any of the MNK updates.

08-10-2011 08:14 AM
[source]
Camate
Community Rep

Hi-ya monks! (get it? It's a pun.) Can I get a yeah buddy? Because I have a bunch of responses from the development team as follow-ups to all the feedback we have received about monk job adjustments

Quote:
Make it so you generate TP upon a successful counterattack.
Since Counter offers the monk a defensive edge by negating damage from an attack, we decided against it also generating TP.

Quote:
Abolish the TP that is given to enemies upon a monk’s successful counter.
Since the benefit of Counter itself is already very potent, it will be difficult to justify cutting the TP given to the enemy as well.

Quote:
Make it so the rate of guard activation and the amount of damage that is reduced increases the higher the monk’s guard skill is.
First we will be making adjustments to make it easier to increase guard and parry skills. We plan on looking into guard balance adjustments as the next step we take.

Quote:
Add an ability that increases the guard rate and damage reduction.
Since we already have Perfect Counter, we have no plans to add this type of ability.

Quote:
Make it so magic casting cannot be interrupted when you guard.
Since monk has no native magic skill, a different type of effect such as a reduction in enemy’s generated TP would fit better than simply magic interruption.

Quote:
Adjust Boost so the attack power is stronger.
We will look into it. We agree it would be nice to feel a potent effect even if the enemies get stronger with the level cap increase.

Quote:
Add Regen, Stoneskin, or some other type of support-related effect to Chakra.
We are thinking about adding something along the lines of increasing the effect of Chakra through Boost. It might be good if we added a Regen effect when using Boost in conjunction with Chakra which would get more powerful the more times you Boost.

Quote:
Add a stun ability.
We are not thinking about adding an ability for this. We would like to have monks use the weapon skill “Shoulder Tackle” in instances that they need to stun something. We are currently looking into an effect that will reduce an enemy’s TP as an adjustment to Chi Blast.

Quote:
Will there be any new stance abilities like Footwork?
First we would like to make adjustments so that Footwork can be used in more efficient ways, so we are not currently preparing any additional new stances.

Quote:
We would like special abilities that can only be used while Footwork is active.
We’ll keep it in consideration as a part of the Footwork adjustments.

Quote:
Add items that can be equipped in the sub equipment slot while using hand-to-hand weapons.
We are currently looking into methods of utilizing the sub slot for hand-to-hand. We’ll take into consideration the balance of other weapons and will look to implement it at the right time.
Offline
Posts: 32551
By Artemicion 2011-08-10 20:29:14  
Why does SE always respond to the most ridiculous of requests?
Also their responses were rather lackluster and complacent.
Nearly everything they talked about already exist via merits and whatnot.
 Ramuh.Austar
Offline
サーバ: Ramuh
Game: FFXI
user: Austar
Posts: 10457
By Ramuh.Austar 2011-08-10 20:30:44  
why would they think adding a penance/invigorate thing will fix ***? We already have that.
 Ifrit.Darkanaseur
Offline
サーバ: Ifrit
Game: FFXI
Posts: 2328
By Ifrit.Darkanaseur 2011-08-10 20:31:51  
Grips for MNK. That's about all noteworthy here.
[+]
 Siren.Kalilla
VIP
Offline
サーバ: Siren
Game: FFXI
user: Kalila
Posts: 14552
By Siren.Kalilla 2011-08-10 20:32:18  
Artemicion said:
Why does SE always respond to the most ridiculous of requests?
1. They are the easiest to answer? XD
2. They like keeping some things a secret for the update?
3. if all else fails, "because they are SE"? >.>;
 Ramuh.Austar
Offline
サーバ: Ramuh
Game: FFXI
user: Austar
Posts: 10457
By Ramuh.Austar 2011-08-10 20:32:49  
Monk is probably one of the few jobs that doesn't even require adjusting in my opinion
[+]
Offline
Posts: 32551
By Artemicion 2011-08-10 20:34:21  
Siren.Kalilla said:
Artemicion said:
Why does SE always respond to the most ridiculous of requests?
1. They are the easiest to answer? XD
2. They like keeping some things a secret for the update?
3. if all else fails, "because they are SE"? >.>;

I was starting to think they liked having their symbolism of dominance over stupidity. I mean after all, you saw the samurai update response. Nearly every request was MAKE SAMURAI NEVER TAKE DAMAGE AND DO 9999 DAMAGE ALL THE TIME!
 Asura.Tawhoya
Offline
サーバ: Asura
Game: FFXI
user: Tawhoya
Posts: 387
By Asura.Tawhoya 2011-08-10 20:36:33  
Ramuh.Austar said:
Monk is probably one of the few jobs that doesn't even require adjusting in my opinion

^

Although the grip idea would be pretty nice for MNK. The rest of it is pretty ridiculous.
 Siren.Kalilla
VIP
Offline
サーバ: Siren
Game: FFXI
user: Kalila
Posts: 14552
By Siren.Kalilla 2011-08-10 20:36:43  
Artemicion said:
...Nearly every request was MAKE SAMURAI NEVER TAKE DAMAGE AND DO 9999 DAMAGE ALL THE TIME!
Why shouldn't it? :(
 Ramuh.Austar
Offline
サーバ: Ramuh
Game: FFXI
user: Austar
Posts: 10457
By Ramuh.Austar 2011-08-10 20:38:04  
Half the ***listed is *** meritted. And the other half is just stupid. Only thing that interests me is making guard relevant and the sub slot, which of course would apply to PUP as well.
 Asura.Tawhoya
Offline
サーバ: Asura
Game: FFXI
user: Tawhoya
Posts: 387
By Asura.Tawhoya 2011-08-10 20:38:58  
Siren.Kalilla said:
Artemicion said:
...Nearly every request was MAKE SAMURAI NEVER TAKE DAMAGE AND DO 9999 DAMAGE ALL THE TIME!
Why shouldn't it? :(
Yeah... and give them the dual wield they've been asking for!
 Siren.Kalilla
VIP
Offline
サーバ: Siren
Game: FFXI
user: Kalila
Posts: 14552
By Siren.Kalilla 2011-08-10 20:42:39  
Asura.Tawhoya said:
Siren.Kalilla said:
Artemicion said:
...Nearly every request was MAKE SAMURAI NEVER TAKE DAMAGE AND DO 9999 DAMAGE ALL THE TIME!
Why shouldn't it? :(
Yeah... and give them the dual wield they've been asking for!
Yea! so they can do 19998 dmg, and add 2 more just because they can dual wield now!
 Asura.Tawhoya
Offline
サーバ: Asura
Game: FFXI
user: Tawhoya
Posts: 387
By Asura.Tawhoya 2011-08-10 20:45:54  
Siren.Kalilla said:
Asura.Tawhoya said:
Siren.Kalilla said:
Artemicion said:
...Nearly every request was MAKE SAMURAI NEVER TAKE DAMAGE AND DO 9999 DAMAGE ALL THE TIME!
Why shouldn't it? :(
Yeah... and give them the dual wield they've been asking for!
Yea! so they can do 19998 dmg, and add 2 more just because they can dual wield now!
But we'd better give them some delay reduction bonus to hasso because with 2 GK they're delay is gonna be longer than they wanna wait.
 Bahamut.Gimpness
Offline
サーバ: Bahamut
Game: FFXI
user: Gimpness
Posts: 550
By Bahamut.Gimpness 2011-08-10 20:59:26  
noooooooooooooooo D: i wanted tp from counter ;; would be so nice