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Topic: Grab your ankles (Read 2773 times)
Murugan
Master
Karma: +0/-4
Posts: 59
Re: Grab your ankles
«
Reply #30 on:
August 21, 2008, 10:21:11 AM »
Quote from: Fujitsu on August 18, 2008, 07:53:10 AM
Also im willing to bet the change to ashen hand from 10s to instant was due to the fact it turned drunken monks into 1 button wonders. We would staggering punch + crescent kick + boundless fist (4jin total) then sit there mashing boundless fist 5 more times till the timers on staggering punch and crescent kick were up.
Having the option of ashen hand is a lot nicer then pressing 123, 33333, 123, 3333 with an ashen hand every so often.
Now to just get more monk weapon options ><
Oh wow, I didn't know that they removed all of our chains on test, and I thought I was just there yesterday.
Is that what you used to do during fights? You seriously just spam boundless fist and your non cooldowns until you can use ashen hand or thousand fists? Boundless fist is not even that good, the kick chain deals more damage than it even, its one of my lesser used abilities. So I guess my fight wouldn't look like that with an ashen hand timer, don't assume everyone plays the style like you do.
It is a good thing they are making such sweeping changes maybe if everyone starts at page one again we won't need to have 6+ months of poor advice for new monks on this forum. Unless they add a timer back on ashen hand though, giving us a reason to use another jin ability (would be nice if they at that point also gave us another jin ability worth using) this patch does not make the class any harder.
I saw someone post on vgplayers that their monks would now have to "work for their dps", I don't see how anything in this patch makes anyone have to work any harder for their dps. It may be slightly more dependent on gear now, if you consider that working for your dps. It certainly didn't get any harder, and in my opinion got slower and simpler to play due to longer cooldowns, synched cool downs, less importance placed on secret damage.
Stacking even though the cause of a big portion of our imbalance was also more difficult than anything to do with any of the changes currently on test, and since that is not as effective I see that as a nerf to our difficulty as well. I mean how does anyone claim to play the class well, can you open vanguard and press login? Congratulations you probably will master the monk class in about fifteen minutes.
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Oggtok
Recruit
Karma: +0/-0
Posts: 10
Re: Grab your ankles
«
Reply #31 on:
August 21, 2008, 11:34:41 AM »
The sapporters of the nerfs on test are elitests and need to get over it. Everyone knows the 5 apw piece set, ups your parse damage by nearly 1/3. Pre 5 bonus i was parsing around 3k after i got my 5 piece i was get up and over 6k. Granted buff upgrades and gear upgrades have helped to raise the damage. But the 5 piece bonus was/is a big chunk of that inflatied damage. The proc needs the nerf not the monk, and well maybe the monks needs a nerf too, but if so its needs to be how secrets of fire and ice scale with int. The current changes on test are all wrong....
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Fujitsu
Sensei
Karma: +23/-20
Posts: 847
Re: Grab your ankles
«
Reply #32 on:
August 21, 2008, 11:41:41 AM »
For a month id really like if you read my posts before you posted and made yourself look like a complete tool and a total fool.
123,33333, 123, 3333 was an example of what drunken monks can do if ashen hand is on a 10 second timer (which its not any more so i dont know why you bothered to post a flame for me, maybe your bored of not killing anything harder then x99?)
Incase you forgot let me remind you. Sub 40, monks arent crit machines, finishers dont drop out of the sky onto our lap every attack. With crescent kick on a 12s timer instead of 8, our highest crit skill (besides garunted crits/finisher opener) now is less benifical. For monks 1-40 they will rarely be able to crit enough to even use all of their finishers before the refresh timers are up (till about mid 30s if they get celestial ward gear). So again 123, 33333, 123, 33333 assumed low crit rates for average drunken monks lvls 1-40.
If your dps is slower, its lower, because its a factor of time. So yes you will have to work harder to get in the higher range of parses now.
Secret of flame = 25 % proc rate instead of 100%
Stances drop ~6% dps (drunken is now 16, was 22)
Crescent kick is now 12 (was
Thousand fist line is now 1 min 30 (was 1 min)
Refresh haste no longer stacks (aum kor + enc) might be bug not sure
I fail to see how with those changes you wouldnt have to work harder to get dps, i guess you could just half ass it and do 3-4k instead of trying for the 5k mark now. But slower dps is lower dps.
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Oggtok
Recruit
Karma: +0/-0
Posts: 10
Re: Grab your ankles
«
Reply #33 on:
August 21, 2008, 12:00:07 PM »
Think about it a second, what gear could they possibly come out with that would make you wanna replace your monk apw armor, 10% chance to proc fist of celerity? Maybe, a 5% chance to proc quickning jolt? This game should be gear intencive for raid progression, but isn't it really taking it to the extreme with a monk? Which class gets a better 5 piece bonus? Monk apw gear is giving us excessive dps thats not scaling well compaired to other dps classes. For the good of the game we need to give up the apw armor proc.
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Matsu
Desciple
Karma: +2/-0
Posts: 40
Re: Grab your ankles
«
Reply #34 on:
August 21, 2008, 12:42:08 PM »
I took a visit to test today and made a nice long post in regards to my thoughts which I either didn't post or got removed for some obscure reason. Anyway, here it is again.
The changes are far too severe on the pre-40 game (at least for the Drunken monk). Our DPS was not exactly phenomenal before the changes and while not having done extensive parsing, it's pretty obvious what the effect of the changes will be.
Ashen hand
More Jin for less damage on Ashen hand. No. This may be necessary for raiding but it's far too severe for the drunken monk. I know there was a choice between Refresh timer, jin increase and damage reduction, however just one would have been enough and honestly, none was needed for lower level monks.
Refresh Timers
On Thousand Fist chain, sure, needed for raiders, etc. But how about simply making the last 2 drunken finishers on a 2 minute timer instead, leaving lower level monks their big damage and leveling out the damage curve.
Increase on Cresent kick from 8 to 12... I don't think it's nessisary, especially combined with the nerf to Ashen hand.
Secret procs
Probably the easiest to keep steady for damage. If you want to adjust Damage, this will affect lower level monks more than higher IMO. The lack of ice proc also greatly hurts the soloer monk, but that's unsuprizing. My monk on test doesn't have transcendance yet... but the idea sounds okay.
Asides.
Drunken monk still doesn't seem to be getting their role yet. They need more defensive abilities, a reasonable force taunt of 5 hits. (or at least, incrementing) and a toggleable hate generation. Perhaps even a hate-proc secret just for us? I don't know. My Paladin has leveled up around the same time as my monk and frankly, we don't generate that much more DPS than a Paladin (mostly as they have limitless endurance) and offer far less to the group (no group endurance, heals, regeneration/damage and such) . We're definatly not strong enough to warrent a nerf at lower levels.
The levels of certain abilities needs to be modified, the damage curve smoothened so it doesn't peak so much in later levels. Adjusting Aum levels (and/or adding new ones) might be a good way to go. Stances should be reviewed and some abilities should be adjusted. I can give many more suggestions and I'd love to do so.
Oh, and it's really silly, disciples have a 2 jin attack that does 300% weapon damage and crits more often... They're stances are better too. Really. I'm out damaging my monk with him >.< Anyway....
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Hakuan
Desciple
Karma: +0/-1
Posts: 30
Re: Grab your ankles
«
Reply #35 on:
August 21, 2008, 03:41:14 PM »
after silius' post on the forums on this subject i sent him this pm, thought you guys should know.
first off, yes my account is cancelled for a multitude of reasons, which means this message carries exactly no weight whatsoever. however, after spending the last several months of my life enjoying a class, i figured i would make 1 last attempt to break through the wall of raiders who seem to comprimise the only voice being heard in regards to this subject,
First off i do not believe the path you are taking is the correct one. in my opinion it is not actually adressing the problem but is instead treating the symptoms of that problem. that being the case, if vanguard continues to exist as a game and grow then the problem will return in the future.
the first issue i think that needs to be addressed is simply recoding the thousand fists line of attacks and the shiv/shank attacks so that there are no multiple swings taking place. the coding for these has got to be complex, and the fact that the flat damage buffs did not do what was expected had your model been correct should be a pointer that there is something else going on. this was brought up when the first flat damage post by talisker was made, and was shouted down by the same folks giving you the advice you are listening to now. you will be better in the long run removing the complexity from the coding in attacks than trying to keep them in. Also, and i will be the scourge of the monk world for suggesting this, but i would remove the 5-piece monk proc from apw armor. it is wickedly overpowered.
The second issue which needs addressed is going to be raid buffs. melee classes disproportionally increase when raid buffs, and i believe most of the issue comes from the combination of turgin's and renewal. unfortunately if you nerf the abilities because of the growth they obtain in a raid environment it also means you disproportionally nerf them out of that envirionment. i am aware of the issues for tanks it would cause to uncouple these 2 buffs but that combination makes it possible for rogues and monks to just repeatedly spam their abilities. considering how utterly worthless everyone considers melee haste in raids should be a clear indicator of how often we actually have auto-attack on. we don't.
i believe that taking these steps, and possibly re-evaluating how Fists of celerity, quickening jolt and errant strikes stack will solvfe the majority of the problems without creating the lopsided negative effects on characters who are not in a raiding environment. i also believe that correcting these problems now will also help to eliminate the need for further nerfs down the road.
Like i said, due to my inactive account i doubt this will be read, but this is a viewpoint which i know is shared by others in the monk community who realize monks are very OP in a raid but have a very different view as to what the causes are, and what should be done. if you have read this far, thank you for your time.
Sincerly,
XXX
Logged
Matsu
Desciple
Karma: +2/-0
Posts: 40
Re: Grab your ankles
«
Reply #36 on:
August 21, 2008, 04:57:57 PM »
Just wanted to point out Hakuan... you might want to wait till the patch hits live before canceling. I mean, none of these things on test are live yet. People have been commenting, including myself and while I'm quite sure a vast majority of monks will be let down if they hit live... they haven't yet. Test server is for just that... testing. (though IMO I figured the effect on the non-raider would be pretty obvious without having to do parses or anything >.<)
Anyway, give them a chance to make adjustments, as long as it doesn't end up a year later like our Secret animation to be fixed
If you are still canceling, well.. good luck to you in your future games. Otherwise, might as well pop over to test sever and put your comments in the monk section of the boards in a clear organized fashion.
Logged
Hakuan
Desciple
Karma: +0/-1
Posts: 30
Re: Grab your ankles
«
Reply #37 on:
August 21, 2008, 05:20:39 PM »
Quote from: Matsu on August 21, 2008, 04:57:57 PM
Just wanted to point out Hakuan... you might want to wait till the patch hits live before canceling. I mean, none of these things on test are live yet. People have been commenting, including myself and while I'm quite sure a vast majority of monks will be let down if they hit live... they haven't yet. Test server is for just that... testing. (though IMO I figured the effect on the non-raider would be pretty obvious without having to do parses or anything >.<)
Anyway, give them a chance to make adjustments, as long as it doesn't end up a year later like our Secret animation to be fixed
If you are still canceling, well.. good luck to you in your future games. Otherwise, might as well pop over to test sever and put your comments in the monk section of the boards in a clear organized fashion.
this is the straw which broke the camels back, not the only reason. as far as actually convincing the devs to take a different look... yeah right. unfortunately the only people they talk to or interact with are the high end raiders, who unfortunately do not take any notice of whats good for the game as a whole just whats best for them.
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