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Latest Member: DysazSokuw
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16  Monk Discussion / Monk General / Re: Bug / Nerf Rumors on: May 06, 2008, 11:32:54 AM
Blackbelt as a temporary fix for the sound effects, you can download media players and hotkey each sound file to one of your vanguard hotkeys. Would just need to find some appropriate kung-fu sounds. Let us know how it goes if you decide to give it a shot.

-Fusoya
17  Monk Discussion / Monk General / Re: Bug / Nerf Rumors on: May 03, 2008, 10:44:17 AM
I'll get into specifics after we finish working on this combat stuff. I'll be taking polls and asking for ideas when it's closer to a time when I can actually push for changes. If I were to mention it now, it would simply be brushed under the carpet, as they are extremely busy worrying about class balancing, mob hp and the current classes undergoing heavy changes. I plan to include responses here heavily in the decisions made regarding the class. The way I see it, I'm merely a messenger.
18  Monk Discussion / Monk General / Re: Bug / Nerf Rumors on: May 02, 2008, 04:53:12 PM
Stances are the hardest thing to try and get changed IMO. I really don't like how the 'tanking monk' cannot tank anything in APW, I think it needs to be compensated. With errant strikes losing some of its fire power, I really think they need some other abilities on their hotbar they can use. Also the Dragon monk isn't the DPS or AE monk. I have a few tweaks in current Dragon abilities that I can hopefully push through to make them a better DPS class and give them some unique AoE's. I'm fairly happy with Harmonious monks and where they are, few minor tweaks I'd like to see go in regarding their abilities.

But you can bet your little monk wraps I'm going to be /poke'ing them everyday after this melee crap gets settled for some monk love.
19  Monk Discussion / Monk General / Re: Bug / Nerf Rumors on: May 02, 2008, 01:37:16 PM
My problem with statements like "It won't be that bad, they're gonna be balancing us again", is that the devs have already stated that they believe the Monk class to be finished. We're not going to receive any new revamps. Plain and simple.

Not sure where you got that idea, but I'll disperse that rumor right now.
20  Monk Discussion / Monk General / Attn: Dragon Monks on: May 02, 2008, 11:02:46 AM
Regarding successful Feign Deaths and still receiving aggro within the new couple swings.

Any further information on the situations when it is happening would be helpful. The DoT by itself doesn't seem to be the cause, nor Storm Dragon Stance. So any examples / logs / screenshots especially ones that include the mob and their HP (%'s esp) would be very helpful in finding the source of the problem.

Non-bug explanations that may be possible
-Mob hate wipes tanks
-Rescue is used right before a hate wipe (causes mobs to bug for the duration of the remainder of the rescue)
-Tank being knocked back or out of combat
-You are melting too much face
21  Monk Discussion / Monk General / Re: Feign Death on: May 02, 2008, 08:33:38 AM
Pretty sure the bug you're refering to Simonson is due to Z-axis pathing errors with the mobs. Happens all the time in Old Targ.

As far as the Dragon bug goes, I'm trying to get some time with a dev in hopes they can parse the hate through feigns in different scenario's.
22  Monk Discussion / Monk General / Re: Bug / Nerf Rumors on: May 01, 2008, 09:35:39 AM
The margin between the classes are going to be very small. A monk with better gear will out dps a sorcerer, as well as different fights favoring different classes. Even when the classes are considered complete in terms of balancing you will see monks as #1 dps and sorcerers who are #5. Variations due to skill, gear, and which encounter will all impact where you stand as a DPS class. Just because you play a monk doesn't meant you will not be able to surpass a rogue or sorcerer in terms of damage.
23  Monk Discussion / Monk General / Re: Diamond Body on: April 30, 2008, 08:02:32 PM
If you could, test it on mobs outside of APW and one more time in APW and let me know the results.
24  Monk Discussion / Monk General / Re: Bug / Nerf Rumors on: April 30, 2008, 06:49:43 PM
This bug fix wasn't the developers discovery or idea. I came to them explaining the situation and why it was happening. If you saw the amplifications I see every night, you'd realize how broken the current system really is.

Our damage is being changed with balancing anyways, this just eliminates a bug and allows the developers to give us accurate abilities and actually know what they will do. It will probably go in with the class balancing patch, but will be done prior to the balancing. Why would they make up excuses to nerf us prior to class balancing? If anything I think this will help us in the balancing process to ensure people who aren't reproducing the damage I am aren't getting lowered in damage as if they are.
25  Monk Discussion / Monk General / Re: Bug / Nerf Rumors on: April 30, 2008, 04:10:15 PM
Even without quickening jolt, having that kind of fire power available every minute and 28 seconds...Pretty much every other 1k fist chain is one with cool downs. But once again, I stress the fact that if you don't get big numbers now, you won't notice a big difference. The only argument that would be valid at this point are Monks complaining they won't have god-mode anymore. Other than that, don't worry so much. Gonna get gray hairs.

The bug is being fixed and the abilities involved will receive tweaks. You can do all the math 50,000 times over and use 1,000 examples, honestly it won't do any good with the way things are coded currently. Until the changes are made, it's hard to say the exact impact. Once we have something to work with, I can give you more details and updates on which of are abilities are changing because of it. Might even ask a few of you to copy your characters to test and work on it.

I work very closely with Talisker and you can rest assure that the Monk community has representation in the matter.
26  Monk Discussion / Monk General / Bug / Nerf Rumors on: April 30, 2008, 09:42:53 AM
This wasn't a combat feature developers were completely aware of, it was not their idea to use it as an excuse to nerf monks and rogues. I approached them with the bug and what I thought were the causes.

It's fun but Monks should not be able to solo trash mobs in APW in 4-5 swings. Impossible to balance that compared to other classes.

We will be doing testing on exactly how much this lowers our ability damage, its not meant to drop us below any other class currently. After these changes Monk and Rogues still be top raid dps...until class balancing goes in. They may decide to release it all in 1 patch. Regardless the abilities will be tested before the class balancing occurs, even if it is released in the same patch.

If the way the Thousand Fist line is coded doesn't allow it to compete with other classes finishers, we'll change the ability to be more in line with its intended damage.

This is in fact a bug fix, the game cannot be balanced with mechanics that are broken so severely. I don't want to see monks drop in damage either, but I realized it's something that needs to be done for the benefit of the game. If the bug wasn't found and fixed, we would more than likely see a flat % damage reduction to all of our abilities and end up having to experience a revamp every time levels / content / gear / buffs / mobs / abilities / anything changed.

This bug fix hurts me probably more than anyone else, because I knew what was happening and could maximize my damage as a result. Defining this bug helped save the majority of the monk community a huge damage reduction, by pinpointing the problems and just adjusting the broken components. In theory, yes Iron Fist and all monks would be affected, but coding is not always as the tool tips read, and yes the developers have the ability to set order of operations. If they want to leave Iron Fist in the Thousand Fist mechanic, they can do so. Personally I'd like to stay at the top of the DPS list and intend to, but not at the expense of the game as a whole. We will remove the bug, adjust our damage to fit what the norm is right now (monks not using the extreme amount of modifications) and then worry about class balancing and adjusting our damage to fit the trend line.

27  Monk Discussion / Monk General / Re: Hey all on: April 29, 2008, 01:24:55 PM
Macro that might help you.

/cast "Storm Stride"
/cast "Crescent Kick #"
/cast "Feign Death #"

This ports you behind the mob and feigns you. You might want to use Reed In the Wind before doing so incase Feign Fails. Break Feign with your Nerve Strike, run the mob back to the group, once the tank tags it fd. If no one else got aggro while the mobs are together and no one casts a heal on you before you feign, should be minus 1 mob from what you were pulling.
28  Monk Discussion / Monk General / Re: Confusion in melee dps post. on: April 29, 2008, 09:37:58 AM
I will go into more detail later, but if you aren't producing 50k+ hits its really not going to change much for you. Will have to see exactly how much it changes after we can test it, but those abilities should still deal a good amount of damage. If it's a larger than intended reduction the abilities will be reworked.
29  Monk Discussion / Monk General / Re: Dev posted the info on DPS changes on: April 29, 2008, 09:28:57 AM
Sorry I haven't responded yet. Hopefully I'll make a post tonight to give some answers, if not tonight definitely tomorrow morning. Little backed up IRL today and yesterday, sorry bout that.

-Fusoya
30  Monk Discussion / Monk General / Re: Dev posted the info on DPS changes on: April 28, 2008, 02:14:19 PM
I'll be monitoring both boards for further questions if you guys have any. We did many revisions to try and make it as simple as possible while touching on all elements.
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