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Vanguard Monks  |  Monk Discussion  |  Monk General  |  Monk bugs, Concerns, Suggestions « previous next »
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Author Topic: Monk bugs, Concerns, Suggestions  (Read 806 times)
Kalibutan
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« on: February 10, 2007, 02:13:13 AM »

First off let me say I love the monk. I love pulling, dps'ing and the stances and styles. I'm going to attempt to write out and detail every bug concern and suggestion I can to the fullest in hoping someone will listen.

Bugs

     -Currently when you FD there is a chance while it works you still have npc's that will be on your hate list at the right of your screen. They will simply camp your body while taking no hostile action your still consdidered in combat and regain at the 1 hp a tick. If you procedd to get up the mobs that are hovering over you immeditaly attack you. I've uploaded a screenshot to show it. As you can see I have A) the Sucess Fd messege. B) The npcs are not attacking me. But they are still on my agro list and will camp me forever as i regain at in combat regain speed.

    -Secert of Fire and Ice doing rediculously low amounts of damage. In beta it was doing about 50% of main hand damage and as it stands now its doing about 10% of main hand damage. This is one of our main damage spells and it has been broken for quite a while. Any imput on this would be greatful.

    -I do not have a screenshot for this bug but I will try to explain it best i can. If anyone remembers there was a bug with 6 dragon strike when your defensive target reached 20% you could attack them. While that is fixed currently at 20% of your defensive targets health your icons will have a green border and either A) will happen that you cant use any attacks til you completly escape off your targets both defensive and offensive or B) you can use any skill as a monk. Im able to use advanced finishers and finishers. Not that B is that bad but A happens far more freaquently.

Concerns

    -Finishers doing more damage then Advanced finsihers. atm i am a level 27 monk and flying kick does more damage then kick of the heavens. Thousand fist does more then thundering fist which makes absolutly no sence to me. I dont know if this is just unnoticed or a bug or intention. But it makes no sence to me why finishers do more then "Advanced" finishers.

    -Nerve strike. It is a great tool for pulling but the way you have to go about using it is annoying to say the least. The 5 meter range and out of combat only makes it extremly hard to use while in a battle or even for pulling. Currently you have to pull 2 mobs fd at there feet so you've taken a few hits and hope you didnt get stuned and then use nerve strike to pop up and run away from both bringing the unmezed one with you, beating on you to the group and Fd again to clear the agro of the first you mezed to beable to "split" them. IMO it involves much greater risk then a bard that can lull and range pull one and has the speed to out run if something goes bad.

    -Void Hand. At lower levels this skill is great for a quick dps hit. But around 15 or over it hits for about as much as you auto attack for. It becomes completly useless not worth the 4 jin you pay to cast it. An idea would be to up the damage or atleast make it so it does not stop endurence regain that we can use something that does damage while we regain endurence.

    -As of the last few patches there have been certain changes to some of our skills including one line that just disapeared. I have read through all the patch notes I could find and theres no mention of this. I know there are many many changes that go on in a patch. Currently it is really fustrating to know the goal and vision of the dev team on the monk class. The missing Skill line is called Reed in the Wind. Two spells I was looking forward to are Aum Liat and Aum Ti. They have both been changed drasticly and there is no mention of them or Reed in the wind in the patch notes or post I can find.

    -And that brings me to my next point evasion. I can guess the skill was removed and the aums reduced do to reaching to high an aviodence. But if your going to take away from us, please have something to trade back. Prephaps instead of just taking the melee aviodence you could give a slight plus to resist or resist aviodence. Why I bring this up is especially on pulling or tanking even two dots spells hurt us badly. And yes i have tried to keep my con. maxed at all times.

    -Crit chance. While the crit changes may of been needed it was a huge change to monks. Currently I have three attacks that can open up finishers and advanced finishers. I have tho 6 different skills that require crits to use. This is a huge hampering to a monk as we use and rely heavily on crit chances to keep our dps on par or on the parse at all. There has to be a medium we can find because currently either our finishers need to be put on longer timers and do more damage like other scout classes or give our basic attacks a % to crit mod. We despertly need some help in this area as our dps has been going down and down recently.

    -This also involves our finishers as well as of currently we can Crit use a finisher but our advanced finishers will not open up. It simply tells us that that reaction cannot be done. It happens sparractily but in my view happens atleast 50% of the time if not more. This is another huge hamper on our dps that really needs to be adressed.

Suggestions

    -Hand wraps that do not effect damage. That are simply "wraps" much like a UFC fighter uses tape over his knuckles or small gloves. They are simply a tool rather then a weapon. They could give stats but what I would love, simply love to see it give us some kind of effects, IE. less agro, more agro, damage, slow, snare, root, debuffs all types of things you can think of. Sence it seems that barehands is an excellent choice for a monk these "wraps" or "gloves" could be an awsome addition to our itemization.

    -Harmonious style. Sence I am a harmonious style monk I can not go into dragon or drunken monks but I will be more then happy to post them if anyone wishes to help.

    -But on to harmonious suggestions. Currently at level 27 i have 4 spells and one upgrade. Eagle claw 1 and 2. Deadly addar hand. Tiger Pounces and finnaly Wave hand in cloud. Eagle claw is atleast on paper a great debuff   at -15% mit but in a fight either solo or group it goes unnoticed and effects the mob very little. The damage taken on the mob does not change at all as far as I can tell.
Deadly Addar Hand is a str debuff and a small nuke after 16 seconds. I know this skill use to do 2400 damage when it wore off and I'm ok with it being lowered maybe not that drastically. I would love to see the deubff strengthened as strength debuffs lower damage on npc's very little. I would love to see some more stats or resist added to the debuff part to make it worthy to cast.
The last skill I have is wave hand in cloud which is for 20 seconds you have a 250 point Ds. While it can have its uses with multiple mobs on 4 dot mobs it has very little effect. If It was something that gave something in return rather a heal or give us endurence it or able to cast it on another person would be awsome. Currently the way it is on a 30 minute recast is plain useless.

An that brings me to the closing. I thank anyone whos read this far and put up with my cruddy spelling im sure. I have tried to be as inforitive and explain myself as well as my ideas as best I can. To simply say they suck and that be the end of it well doesnt help anyone. I hope this gets the attention of someone, as I really tried to write it to the best of my abilities. Please feel free to messege me in game anytime or PM on the forums here.

I am kalibutan of Inner Fire on the Hilsbury server. Anyone esepecially a dev it would be a pleasure to pick your brain and bounce ideas off you. I thank anyone reading this once again for reading all of it as im sure its a long one.
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Ersatz
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« Reply #1 on: February 10, 2007, 04:50:48 PM »

The Eagle mitigation debuff is huge for groups especially against mobs which have high mitigation (duh). It's a great skill and I personally see no reason to buff it. If anything 15% is too much. If you think it's not doing much for dps, than you haven't really experienced higher level grouping etc etc, I'm not trying to insult you but just saying it adds huge dividends.
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Kalibutan
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« Reply #2 on: February 10, 2007, 09:59:23 PM »

I dont see how it is such a huge debuff, until only a few days ago if you read the patch notes they actually gave mit to more melee centeric npcs and less to casters. So yes now it possabily could but only recently. I'm not sure what you mean by the "high end" but im 28 currently. I wrote this simply to get positive feedback and maybe a dev will read it not for someone to come and bash me.
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jojo
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« Reply #3 on: February 11, 2007, 06:40:25 AM »

Thanks Kali for getting a bug/concerns thread started Smiley I replied on the SV one, but figured I'd do the same here to double the chance of a dev seeing. 

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Waning Palm - Rescue Chain, the Icon in my chain window will not update to Waning Palm II. Workaround is to change your hotkey for Rescue Chains to a hotkey bar number instead and using Waning Palm II from there.

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Secret of Ice I - not sure if this is a bug or not, but it was learned from mobs for a short time, but by everyone, so then it was taken out of everyone's books. I can't find the first level of this skill on a trainer anymore, altho I saw second or third level on a normal monk trainer. Also, for the short time I had it from learning from a mob, it didn't give an icon or a proc or cost any jin.

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Dragon Mastery Stance - The health regen is either non existant or so small it is pointless. I have since switched to Drunken Mastery because I was so utterly disappointed with how Dragon Stances have been unchanged/unfixed since beta.

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Drunken Fist Stance - (the aggro one) Doesn't give a buff icon, not sure if this means it isn't doing anything or not. Just a minor annoyance if it still works sans icon.

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Jin Surge - This used to double my sorc partner's nukes and now adds maybe 200-300 at level 26. It just doesn't increase enough per upgrade to make it as worthwhile at higher levels as it was at lower...which is true for a LOT of monk skills.

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Foolhardy Swagger I - Level 26 Drunken Mastery skill. The range is set to ZERO, and even standing on top of a mob does not taunt it. This seems broken all around, however I only had 20 mins to test it before serverdown this mornin.

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Chains, Advanced Chains, etc - The display gets all fubared pretty often and the only way for me to know if I can use my advanced finishers is to just watch for a crit or listen for the sound, and hit the bound key for the finisher.

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And as for you Ersatz, you "not trying to insult" sounded pretty condescending and rude imo. Take out the "(duh)" and the last two sentences and it would have been a sufficient reply Tongue
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Ample
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« Reply #4 on: February 12, 2007, 10:38:40 AM »

Just looking over your bugs ...I'll check the rest out later and edit my reply

Quote
     -Currently when you FD there is a chance while it works you still have npc's that will be on your hate list at the right of your screen. They will simply camp your body while taking no hostile action your still consdidered in combat and regain at the 1 hp a tick. If you procedd to get up the mobs that are hovering over you immeditaly attack you. I've uploaded a screenshot to show it. As you can see I have A) the Sucess Fd messege. B) The npcs are not attacking me. But they are still on my agro list and will camp me forever as i regain at in combat regain speed.

As a harmi monk If you use Deadly Adder Hand Line and then FD keep in mind there is a delay and damage is then applied. That will warrent a new set of aggro. to re-clear just an F.Y.I

Quote
    -Secert of Fire and Ice doing rediculously low amounts of damage. In beta it was doing about 50% of main hand damage and as it stands now its doing about 10% of main hand damage. This is one of our main damage spells and it has been broken for quite a while. Any imput on this would be greatful.

Its benifit is supposed to be a stun IIRC not a huge dmg upgrade /boggle

Quote
     -I do not have a screenshot for this bug but I will try to explain it best i can. If anyone remembers there was a bug with 6 dragon strike when your defensive target reached 20% you could attack them. While that is fixed currently at 20% of your defensive targets health your icons will have a green border and either A) will happen that you cant use any attacks til you completly escape off your targets both defensive and offensive or B) you can use any skill as a monk. Im able to use advanced finishers and finishers. Not that B is that bad but A happens far more freaquently.


I had heard that was a known issue with rescues It happens to me as well.


more to come

-Ample
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jojo
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« Reply #5 on: February 13, 2007, 02:43:10 AM »

Quote
    -Secert of Fire and Ice doing rediculously low amounts of damage. In beta it was doing about 50% of main hand damage and as it stands now its doing about 10% of main hand damage. This is one of our main damage spells and it has been broken for quite a while. Any imput on this would be greatful.

Its benifit is supposed to be a stun IIRC not a huge dmg upgrade /boggle

[[/quote]

Just ice has the _chance_ to stun. Other secrets are pure damage, and have gotten a huge downgrade since beta. Im not sure if this is becasue we are higher level than in beta and the upgrades to Secrets just dont upgrade enough like all the rest of the skills or what.
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