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Author Topic: Monk Issues listing and suggestions  (Read 3639 times)
Zerathule
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« on: February 16, 2007, 08:18:19 AM »

This kind of posts have been quite popular and usefull in a lot of games :
So here it is, the "monk community" list of issues and suggestions, since we these forums are the only monk specific forums, i guess we could have some kind of legitimity.
I propose to list the top 10 consensual issues on monks and possible fixes.
Go on, shoot your proposal, i'll update the post (or mods feel free to take the lead on this post) to keep it up to date.

Issues :
1) Feign Death :
The ability seems definately broken. Fix the mobs camping the monk's corpse. Resist rates are also way too high versus higher level mobs. It should be skill based, or have a modifier to resists.

2) Itemisation :
Monk weapons are useless at the moment. Ulaks/knuckles/claws lower the fist dps, witch make no sense. Make theses weapon give +dps to the unarmed damage ratings, or at least, since only monks and disciples can use them, make them on par with the unarmed damage of the equivalent level.

3) Stances :
Monk stances are either bugged or if designed as such are clearly an obstacle. It seems that at the moment they are more of a hindrance than anything, actualy lowering dps. Some dont work at all (like the hp regen stance) other remove more than they give. The stances need a complete revamp.

4) Energy :
As All classes have energy and thus can add dps/utility through endurance AND energy, monks will necessarely lagg behind those classes. We dont get anything from +energy items, and really little from int/wis compared to other classes. Give us an energy bar and abilities according, or make that +energy items add to endurance in some way or another, but just for non energy classes.

5) Avoidance :
The avoidance nerf has hit us hard. It was our only way of lowering incoming damage. As it is now, our avoidance is really marginal, we cannot rely on it. We need a large raise in avoidance, or in reduction to damage in some way.

6) Counters :
We get a lot of counters, but are really not worth it. The activation time is too low, the endurance cost is to high, and the damage is even lower than our normal special attacks. Since the avoidance nerf, our counters are even less usefull as we cant trigger them, nor can we decently put ourselves in a position of tanking. This also needs a full revamp.

7) Overall DPS :
Most classes have their damage scale with their weapon damage, sometimes inflicting X% of the normal damage + modifier (X being > 100). Our attacks are either based on 100% of our damage, or dont depend on it at all. If we are supposed to be a dps class, we need our special attacks (and/or our normal ones) to have much higher dps in order to stay on par with other offensive fighters.

I'll add more issues as we get more feedback from the community.
« Last Edit: February 21, 2007, 02:43:17 AM by Zerathule » Logged
Zerathule
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« Reply #1 on: February 16, 2007, 08:34:35 AM »

1) No energy. This is really a big issue, as we gain nothing from +wis or +energy items. Other classes can use their HP, End and energy bar, 3 ways to act and react, we loose one mean of action.
Possible Fixes :
- Give us an energy bar, and powers based on energy.
- Make that non energy users transform +energy into +end with some kind of ratio (maybe 4 to 1 or something).

2) Broken procs. Secret of fire, secret of ice, or one of the dragon stance are supposed to proc, but they seem to be really buggy or proc once every 100 hits or so ...
Possible fixes :
- Fix it
- Raise the proc ratios.

3) Jin uses. Jin has really little uses, and could live with some new abilities based on it.
Possible fixes (mutually non exclusives) :
- New abilities more usefull than a basic attack or a mediocre buff.
- Jin dump skill : like execute for wariors in wow : spend all your current Jin to do X damage/jin point spent.
- Jin stance scaling with number of jin points stored. (like 1% dodge or 1% damage or 1% haste per current jin, like bards and their stances.)

4) Our abilities arent based on weapon damage. When you first get them they are already sub par compared to a good equiped offensive fighter ability, but once you level up or you upgrade your weapons, it stays at the same level.
Possible fixes :
- Raise all the base damage of our abilities by a fair margin
- Make our abilities based on our weapon damage.

5) Even if we are supposed to be also pullers (our utility that we pay with much lower dps) we only have 1 skill with 2 level ups to pull : Feign Death. From the point of view of some higher level monks, FD seems to be quite buggy or resisted a lot.
Possible fixes :
- Fix FD or reduce the resist chances.
- Give us pull tools like a lull kind of spell, some limited sneaking to reduce our aggro range.

6) Our weapon skills are messed up. Sometimes i keep hitting my ennemy with the sword i sold 2 hours aggo.
Possible fix :
- Fix this as this is a bug, when hitting with my fists i shouldnt get martial staff upgrades or two handed slashing.

That's all for now, hope you guys will find other ideas, and correct me too Smiley
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Soluss
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« Reply #2 on: February 16, 2007, 08:40:40 AM »

well for me the first thing i would like to see fixed is the FD bugs.  if you have 3 or more mobs and you succeed in the FD you will still be locked in combat and the mobs will perma camp you... basically leading to your death.

secondly we sacrifice utlity for dps... yet we are the lowest dps class out there usually
we now lost alot of avoidance which means we cannot tank effectively over any other fighter class
harmonious monk stances are pratically useless after last patch
druken stances now suck after the last patch
cant speak for dragon as i have not tried that out yet

to sum up... our specialty is suppose to be feign death pulling and dps... this is what we offer groups.  our dps is the suck so we dont offer that.  bards can out pull us with sleep and slow so fd is useless with a bard in group.  fd is severly bugged on top of that making it unreliable anyhow.

and i also want to add that using a weapon over fist sucks.. meaning if we want to maintain the pathetic dps we already have we have to sacrifice stats for it.  handwraps and knuckles should add to our damage not change it to the listed stats of the item.
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Reaktorblue
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« Reply #3 on: February 16, 2007, 08:51:09 AM »

Even looking at logic along with lore, we are to believe that a monk, whom of which are supposed to train their mind, body, and soul for peace and protection of their monastary/beliefs, etc (along with healing using herbalistic medicine) that they are to be out damaged by:

Bards - Those who write music for entertainment, usually to lift spirits or demoralize.
Rangers - Those sworn to protect the wilderness and at one with feralistic nature.

Rogues on the other hand make alot of sense, but if you look at what the game has to offer, its those 2 listed that are the cream of the crop of dps. Doesnt make much sense to me.
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Bonz
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« Reply #4 on: February 16, 2007, 08:54:38 AM »

1. First and foremost provide us with a balance of dps and utility.  There are hundreds of ways to do it, but overall we need either more dps or utlity, although I would prefer dps.  If I wanted a lot of utility I'd be a bard.

2.   Revamp FD, fix the bugs that cause the corpse camping, make FD pass or fail based on skill or some other check other than level of mob, then we might be more viable at pulling in groups and raids.

3.  Crits - improve our crit chance back to a reasonable level. With the finishers we get, it's crazy to go 5 or 6 fights without even 1 crit.  Once or twice a fight on average would be fine.  If somehow this causes too much damage, adjust the endurance to damage ratio or overall damage of our finishers.  Even if our damage is lower, it would still be nice to be able use these abilities. Right now with such a low amount of crits, its almost not even worth the space on our toolbar.

4.  Damage to endurance ratio - this really needs to be looked at on a gamewide level and balanced between all classes.   I don't know the full intricacies of other classes, but it does appear it monks eat too much endurance.

5.  Jin - this goes hand in hand with how they deal with endurance.  Right now we loose Jin very fast.  If we had more Jin going into fights we could deal more damage overall.   I think looking at the rate of speed which we loose Jin would be wise. 

6.  I'm a dragon monk.. but I have major issues with evasion. It basically is forcing monks to all go dragon as you leave the drunken and harmonious monks with little benefit if they don't have a good enough bonus to defense. 

7,  As a dragon monk, especially if you can fix the drunken and harm defensive skills, it would be nice to do a little more damage because as of now, the dragon monk's abilities only provide a very slight edge on dps over harm's and drunkens.  The proc from storm is buggy but weak when it does land.  The heavenly stance is 100% broke and the stone stance appears bugged.. even though i see the 300 AC gain, there is no noticeable difference in defensive skills. 

As a dragon monk, I don't want the defensive skills or debuffs that harms and drunks get.  I want to be the high dps monk as the style implies and that should mean that I take a beating if I get hit, much the same way as a high dps caster like a sorceror.

The great concept of styles is that you allow us to choose whether we want to be evasive tank with decent damage or nice combo of defense, damage and utility or a high damage, low defensive class.  It gives the class versatility and gives each player a unique role so to speak.

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Ninbei
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« Reply #5 on: February 16, 2007, 09:50:02 AM »

By far the greatest issue with monks: CLEARLY DEFINED CLASS ROLE

A)
By impression of the skill set we get as monks, I am under the impression that we're the most tank-oriented of all offensive fighters, especially for drunken monks since they get 2 rescues and 2 taunts.
We are also supposed to be masters of evasion: in addition to Harm's Crane Stance and Drunk's Drunken Sway, we also HAD Reed in the Wind (+50% dodge for 10secs for ~20endurance... skill taken out by Sigil at launch... apparently it was too uber),  Aum Liat (+50% movement speed and +20 dodge but +25% end cost), and Swaying Steps (+100% dodge for 60sec or until u dodge)
So if we really are designed to be off-tanks, then the new evades DOES NOT MAKE SENSE since now we get 10% ~ 15% extra melee avoidance at COST 10% ~ 20% DPS! (pre-patch it was 30% extra avoidance at cost of 10%dps for drunken, and ~50% at cost of 20%dps for harmonious)
I have TWO serious problems with this picture!
1)  How am I supposed to tank with MEDIUM armor and only slightly better evades than others?!  Protective Fighters have HEAVY armor and slightly lower evades (about 1/4?).
2) How am I supposed to tank with sucky taunts (or none as a dragon or harmonious)?  I'm stuck w/ agro control thru DPS, but in order to tank I lose 10% (drunk) to 20% (harmonious) DPS!!  How do i control agro thru DPS if I'm probably one of the lowest damage dealing member of the group?

Of course, If Sigil's vision of a Monk IS NOT an off-tank, then my above points are moot.


B)
If we're supposed to do constant baseline Non-Burst DPS, then can we please have our skill cost lowered and crit chance re-highered so we can actually do damage CONTINUOUSLY?  As of now 3 ~ 4 special attacks and then I'm dry and stuck with the costly Ashen Hands only.
Some kind of Endurance-regen buff would be lovely too.


C)
We're also supposed to be master of opening up Vulnerabilities for others to exploit.  Sounds like a cool idea, until you realize that 1) we can cause 5 vulnerabilities, most others can do 4 except the tanks.  So much for feeling special.  2) It would have been a great perk if anyone CARED.  Do a survey and you will find that about 80% of the players have no idea what vulnerabilties are, and of the 20% that do, I bet you no one cares about the ONE EXTRA a monk can cause.


D)
Feign Death.  Something that Brad is never happy about eversince Everquest, and something that he has not figured out what to do with.  With the current design of FD, it is very apparent that FD Pull is NOT VIABLE - the skill's failure rate rises exponentially with the level difference between u and the mob, and the mob's dots.  FD Pull only works with mobs ur level.  BUT why would I need to FD pull equal-con 2dots or lower? Duh.  So it's probably safe to say that FD is just a get-out-jail-for-free card, no use in groups what-so-ever, except to hold rez stones.  That's cool, our biggest UTILITY we bring to groups is that we play dead.  What fun.


Conclusion:
Sigil needs to review the role they assigned to Monks, and then they need to review the tools and skill set they've given to the monks, or lack thereof.  As of now, the sad state of monks is: An Off-Tank with paper armor and nerfed evades and weak taunts and the only crowd control he does is he plays dead.

And dont get me started with the bugs in our skill set and the badly designed weapon system and our gimped lack of energy bar!
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Zerathule
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« Reply #6 on: February 19, 2007, 02:53:35 AM »

I've updated the original post.
I'll try to update it more as we get consistent issues.
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Naum
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« Reply #7 on: February 19, 2007, 03:49:44 AM »

While I agree to everything posted above I just want to emphasize the FD issue since its easy the thing that frustrates me the most.. Like posted above, why would I need to be able to split even con mobs when everyone and their dog has some kind of mez in this game. And in the recent patch they even lowered resists on mez'es. (If I read it correct)

I just got 3 failed FD's in a row on a bunch on mobs 2 levels above me wich made me scream in frustration, a druid could though easily lull the creatures for single pulls. Never felt so completely useless as a puller before, totally outclassed by a dps caster class.
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Buria
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« Reply #8 on: February 19, 2007, 03:56:24 AM »

I may just be repeating what others have said, but the biggest issues I have with monks are:

1.)DPS above all. I think the basic agreement on these boards is that we lack the DPS to mean a thing. This is of course contradict to the logic that Utility is balanced with DPS, because we lack any sort of decent utility outside of FD.

The way I see it, which is just a pipe dream at this point, is:

Sorcercer = Dragon > All for AE(2+ mobs DPS);
Ranger > Monk > All for Single Target Mobs;

This is all contingent, of course, on the execution of Utility balanced with DPS, as in the more DPS you have, the less utility you should be granted, and vice versa.

Evac, Snare, Pets, Root, Heal, Charm, Mez, buffs, songs, debuffs are all vasty superior to the utility we get. Also, everything I have just mentioned in way of utility will keep a group alive - Not rez them after they have died.

We are a DPS class first and foremost. People won't pick us for pulling, anymore. Not for heals. Not for Mezzes. Not to tank. Not to debuff.

To DPS.

Just DPS - and the sky is the limit. Dragon monks should be able to annihilate groups of mobs, along with sorcerers. However, because of the large amount of AE power, they should lack some in the single target DPS area. Enter the ranger, various casters, etc. Monks, however, should still be near the top of the parse in most circumstances, simply because, we offer NOTHING ELSE. Jin surge? One attack. Teleport? Bugged so it only works if you are in  the range of the combat art. Ghetto mez? Only when out of combat.(Which, to be fair, can be attained by a simple FD, but still pales in the face of other mezzes.) FD? That leads me to my next point:

2.) Feign Death is bugged.

I don't mind mobs casting on me when it works and they are midcast. That's cool.
I don't mind when mobs sit on top of me for a couple of minutes. I have time.
I don't mind when I lag hard and run after I FD, getting back up again. That's another issue.
What I do mind, however, is when they don't break aggro, and I have to flop it 5 more times. 2  times because it failed repeatedly and 3 times to get it to reset properly.

It's a bug. It's obvious. It needs to be fixed.

3.) Jin pool:

I really like the Jin pool idea, myself. The problem is, it doesn't equate to an energy pool. There is just something about it, I can't put my finger on to add constructivly. Maybe if it didn't decay during combat, or the cap was higher. It just seems like at times I have a full pool which rarely gets used and other times I need some and have nothing. Then I have to sit and meditate, wait a year for a full pool, and continue on. Don't get me wrong, I love meditate, and I like the idea that we can Meditate to get jin up outside of combat.. but 5 combat arts later and it's depeted, along with our endurance pool?

Hey, how about this one - reduce the cost of endurance abilities, so we can spam those more and in turn get more jin...

4.) Stances:

Deplorable. I'm a dragon, and am always in storm stance. Dragon stance is broken, and stone dragon is worthless, even for what it's intended to be used for. If I could redo the stances.. I would do it like this(Note: I don't know the other two stance styles):

Storm Dragon: Same as it is now, up it's damage maybe. Make sure it procs on every hit, and remove the Jin cost, even though it doesn't work right now.

Dragon Stance: AE damage on every hit. When I look at the monks I see Dragons as the AE gods, Harmonious as the single target debuff/self sustaining single targeters, and drunken as the minor combination + minor tanking. A little bit of all three. This damage should be low, but only because it will amount to high AE damage when they're are a lot of targets. If you really wanted to go over the top, you can add a minor life tap to stick with it's health regen factor now..

Stone Dragon: This stance really interested me, because it sounded like a good idea if the target was nuking you with a ton of fire/cold.. but by doing no extra damage and hindering your attack speed  it simply wasn't worth it. Personally I would just remove the -20% haste, and leave the 30% reduction to heat/cold and a little dodge bonus.

Sure, I'm sure someone will drop by and say our ideas are overpowering the class.. but if the class is meant to be the top of the DPS - The sky is the limit. Within acceptable terms, of course.

I won't go into avoidance and offtanking, since that's both not what I want the monk class to end with, and I am not a drunken monk.
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arseniy chvetsov
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« Reply #9 on: February 19, 2007, 03:52:44 PM »

hhhhmmmm from the sounds of it maybe its a good thing i havent bought the game yet Cheesy
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Chidori
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« Reply #10 on: February 20, 2007, 12:12:43 AM »

I agree with all of the above.

But isnt FD a drunken monk ability that goes up to FD III as you go up in levels? So maybe harm and dragon monks are having trouble with FD because its not really a skill for their style?
Could be wrong but i never had problems going FD on higher lvl mobs as a drunken monk.
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Grom
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« Reply #11 on: February 20, 2007, 07:37:22 AM »

Well I'm not going to go over what most have already said in the above posts as I agree to some extent with most of it. Since I am a Dragon monk I will give my 2 cents on how they should fix our stances which are suppose to be each monks "defining" abilities...

Storm Stance: I don't have much to say about Storm outside of the fact that when a Dragon monk is in Storm Stance there should be no one outside of maybe Sorcerers who can match our DPS. The dmg it should offer needs to be raised or perhaps leave the proc dmg where it is and provide a 10-20% melee haste. For that I don't mind the stance costing Jin but it needs to be reduced to 1 Jin every 6-8 secs not 4. We just don't maintain enough Jin to support that. Plus when wasting the Jin on the Storm Stance we're hindering our ability to use our other Jin required abilities...which in the long run lowers our DPS. Not what should be expected from the stance that should be considered easily the highest DPS monk stance.

Dragon Stance: Currently broken. Doesn't work at all. I think the idea of HP regen is great if it's in the range of 20% or so and applies to in combat also. What I think should be added to this stance is a 20% endurance regen. Would make a Dragon monk have to make a decision as to what stance to be in and not always choose Storm. I don't think the endurance regen is out of line as it would allow a Dragon monk to fire more attacks and hence increase our DPS which once again that is what we do and only what we do....particulary a Dragon monk.

Stone Stance: I think it's a good idea and is setup properly if it actually helped going into that stance in the event we would need to be a fake tank for a bit, but I agree with the above posts that it doesn't appear to be working. When I turn on my Stone stance I see my AC increase almost 40-50% yet that only translates to maybe a 100-200 point increase in my Defense which doesn't seem to add up to me and doesn't appear to add up when a mob starts beating on me. If my defense is at 2000 with AC of 400 and my AC goes up to 750 then my defense should go up higher than 2200 (these are all hypothetical numbers), just trying to make my point. Anyways if the stance worked as advertised it would be fine.

So thats my 2 cents....
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Reaktorblue
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« Reply #12 on: February 20, 2007, 07:41:50 AM »

I agree with all of the above.

But isnt FD a drunken monk ability that goes up to FD III as you go up in levels? So maybe harm and dragon monks are having trouble with FD because its not really a skill for their style?
Could be wrong but i never had problems going FD on higher lvl mobs as a drunken monk.

Nah, FD is under the school of Drunken, but, its not a drunken mastery and also is not better in any sorts if you are of the Drunken Style.
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Jaxinor
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« Reply #13 on: February 21, 2007, 01:38:43 AM »

Well I'm not going to go over what most have already said in the above posts as I agree to some extent with most of it. Since I am a Dragon monk I will give my 2 cents on how they should fix our stances which are suppose to be each monks "defining" abilities...

Storm Stance: I don't have much to say about Storm outside of the fact that when a Dragon monk is in Storm Stance there should be no one outside of maybe Sorcerers who can match our DPS. The dmg it should offer needs to be raised or perhaps leave the proc dmg where it is and provide a 10-20% melee haste. For that I don't mind the stance costing Jin but it needs to be reduced to 1 Jin every 6-8 secs not 4. We just don't maintain enough Jin to support that. Plus when wasting the Jin on the Storm Stance we're hindering our ability to use our other Jin required abilities...which in the long run lowers our DPS. Not what should be expected from the stance that should be considered easily the highest DPS monk stance.

Dragon Stance: Currently broken. Doesn't work at all. I think the idea of HP regen is great if it's in the range of 20% or so and applies to in combat also. What I think should be added to this stance is a 20% endurance regen. Would make a Dragon monk have to make a decision as to what stance to be in and not always choose Storm. I don't think the endurance regen is out of line as it would allow a Dragon monk to fire more attacks and hence increase our DPS which once again that is what we do and only what we do....particulary a Dragon monk.

Stone Stance: I think it's a good idea and is setup properly if it actually helped going into that stance in the event we would need to be a fake tank for a bit, but I agree with the above posts that it doesn't appear to be working. When I turn on my Stone stance I see my AC increase almost 40-50% yet that only translates to maybe a 100-200 point increase in my Defense which doesn't seem to add up to me and doesn't appear to add up when a mob starts beating on me. If my defense is at 2000 with AC of 400 and my AC goes up to 750 then my defense should go up higher than 2200 (these are all hypothetical numbers), just trying to make my point. Anyways if the stance worked as advertised it would be fine.

So thats my 2 cents....

Agreed. I'd like to see storm dragon up'd in damage, no jin cost, procs everytime, or same damage, haste, no jin cost.

Dragon stance:  20% health regen, even in combat is really useless imo.  You gain 1 hp per tick in combat.  That would amount to a staggering .2 increase in hp everytick.  This is a terrible idea and needs to be scrapped for somethign more original.  Too cookie cutter to me, and even if they did keep it as is it would need to go up to 120% to make me actually use it ever.  Even then it would only be after a fight, while solo.

Stone:  Never really look how it affects my defense all that much, but the ac effect is noticable, and scales nicely with your level.  Getting close to 600 extra ac at lvl 32.  Can't really tell if the 40% fire/cold absorbtion is working though.
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« Reply #14 on: February 21, 2007, 10:04:38 AM »

I did a similar list back in beta 3 if for ease of management you may want to break it down into subcategories like this. Also you may want a representitive from each style to confirm any bugs. Now you don't have to do it this way. I am just offering what little wisdom I have on this.

As I am probably one of the few remaining Harmi monks I'll add Harmi stuff to the list later after I get home.


General Monk Bugs/Issues and Concerns

Bugs
1) Feign Death :
The ability seems definately broken. Fix the mobs camping the monk's corpse. Resist rates are also way too high versus higher level mobs. It should be skill based, or have a modifier to resists.

2) Our weapon skills are messed up. Sometimes i keep hitting my ennemy with the sword i sold 2 hours aggo.
Fix this as this is a bug, when hitting with my fists i shouldnt get martial staff upgrades or two handed slashing.

3) Broken procs. Secret of fire, secret of ice, or one of the dragon stance are supposed to proc, but they seem to be really buggy or proc once every 100 hits or so ...
Possible fixes :


Issues / Concerns / Suggestions

1) By far the greatest issue with monks: CLEARLY DEFINED CLASS ROLE


2) Itemisation :
Monk weapons are useless at the moment. Ulaks/knuckles/claws lower the fist dps, witch make no sense. Make theses weapon give +dps to the unarmed damage ratings, or at least, since only monks and disciples can use them, make them on par with the unarmed damage of the equivalent level.

3) Stances :
Monk stances are either bugged or if designed as such are clearly an obstacle. It seems that at the moment they are more of a hindrance than anything, actualy lowering dps. Some dont work at all (like the hp regen stance) other remove more than they give. The stances need a complete revamp.

4) Energy :
As All classes have energy and thus can add dps/utility through endurance AND energy, monks will necessarely lagg behind those classes. We dont get anything from +energy items, and really little from int/wis compared to other classes. Give us an energy bar and abilities according, or make that +energy items add to endurance in some way or another, but just for non energy classes.

5) Avoidance :
The avoidance nerf has hit us hard. It was our only way of lowering incoming damage. As it is now, our avoidance is really marginal, we cannot rely on it. We need a large raise in avoidance, or in reduction to damage in some way.

6) Counters :
We get a lot of counters, but are really not worth it. The activation time is too low, the endurance cost is to high, and the damage is even lower than our normal special attacks. Since the avoidance nerf, our counters are even less usefull as we cant trigger them, nor can we decently put ourselves in a position of tanking. This also needs a full revamp.

7) Overall DPS :

The monk is suppoesed to have the highest baseline DPS of all of the offesnive fighters. This is not the case.
Most classes have their damage scale with their weapon damage, sometimes inflicting X% of the normal damage + modifier (X being > 100). Our attacks are either based on 100% of our damage, or dont depend on it at all. If we are supposed to be a dps class, we need our special attacks (and/or our normal ones) to have much higher dps in order to stay on par with other offensive fighters.

Cool Jin uses. Jin has really little uses, and could live with some new abilities based on it.
Possible fixes (mutually non exclusives) :
- New abilities more usefull than a basic attack or a mediocre buff.
- Jin dump skill : like execute for wariors in wow : spend all your current Jin to do X damage/jin point spent.
- Jin stance scaling with number of jin points stored. (like 1% dodge or 1% damage or 1% haste per current jin, like bards and their stances.)

9) Crits - improve our crit chance back to a reasonable level. With the finishers we get, it's crazy to go 5 or 6 fights without even 1 crit.  Once or twice a fight on average would be fine.  If somehow this causes too much damage, adjust the endurance to damage ratio or overall damage of our finishers.  Even if our damage is lower, it would still be nice to be able use these abilities. Right now with such a low amount of crits, its almost not even worth the space on our toolbar.


Dragon Monk Bugs:

Dragon Monk Issues / Concerns / Suggestions
1) Storm Stance: I don't have much to say about Storm outside of the fact that when a Dragon monk is in Storm Stance there should be no one outside of maybe Sorcerers who can match our DPS. The dmg it should offer needs to be raised or perhaps leave the proc dmg where it is and provide a 10-20% melee haste. For that I don't mind the stance costing Jin but it needs to be reduced to 1 Jin every 6-8 secs not 4. We just don't maintain enough Jin to support that. Plus when wasting the Jin on the Storm Stance we're hindering our ability to use our other Jin required abilities...which in the long run lowers our DPS. Not what should be expected from the stance that should be considered easily the highest DPS monk stance.

2) Dragon Stance: Currently broken. Doesn't work at all. I think the idea of HP regen is great if it's in the range of 20% or so and applies to in combat also. What I think should be added to this stance is a 20% endurance regen. Would make a Dragon monk have to make a decision as to what stance to be in and not always choose Storm. I don't think the endurance regen is out of line as it would allow a Dragon monk to fire more attacks and hence increase our DPS which once again that is what we do and only what we do....particulary a Dragon monk.

3) Stone Stance: I think it's a good idea and is setup properly if it actually helped going into that stance in the event we would need to be a fake tank for a bit, but I agree with the above posts that it doesn't appear to be working. When I turn on my Stone stance I see my AC increase almost 40-50% yet that only translates to maybe a 100-200 point increase in my Defense which doesn't seem to add up to me and doesn't appear to add up when a mob starts beating on me. If my defense is at 2000 with AC of 400 and my AC goes up to 750 then my defense should go up higher than 2200 (these are all hypothetical numbers), just trying to make my point. Anyways if the stance worked as advertised it would be fine.


Drunken Monk Bugs

Drunken Monk Issues / Concerns / Suggestions

Harmonious Monk Bugs

1) Harmonious stance can be abused


Harmonious Monk Issues / concerns / Suggestions






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