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Vanguard Monks  |  Monk Discussion  |  Monk General  |  Monk bugs / issues (No Drama) « previous next »
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Author Topic: Monk bugs / issues (No Drama)  (Read 22064 times)
jojo
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« Reply #30 on: February 28, 2007, 03:34:36 AM »


Bug:

Weapon Specializations do absolutely nothing.
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Zerathule
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« Reply #31 on: February 28, 2007, 09:20:22 AM »

I'll add my 2 copper for this thread :
- Our lack of an energy bar isnt compensated by Jin uses. Even rogues get an energy bar, and us monks, witch are supposed to be the most "mystical" of the non caster classes, we dont have any. This is a built in flaw that will cripple us unless we get some huge compensation.

- Damage reduction for monks is allmost non existant. As we get a few "tanking" abilities, we should be given some kind of survavibility to use them. Avoidance has always been unreliable, unless you can scale up to like 50%. I'd prefer to have 20% mitigation and 0% avoidance than 30% avoidance and 0% mitigation, because i know i wont get bursted and killed with a few lucky shots. So either raise our avoidance by a large margin (but with a mechanism that dont allow us to build too much aggro, like lowering our hate each time we avoid an attack, else we'll suplant tanks) or raise our mitigation. A Sorcerer with same quality gear of same level will have a better mitigation than a monk since he get massive self mitigation buffs.

- The dragon stance "fix" we had since last patch is ugly : i would rather have a stance that doubles natural hp regen than a self invis that wont add a lot to both survavibility or utility.
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Leishiu
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« Reply #32 on: February 28, 2007, 11:28:09 AM »

Harmonious:
Bug: Aum is outright broken.


General bug note on FD.
It's not based on FD that you get "combat bugged" with an NPC. It's easily reproducable and has to do with death. Try this. Agro 4 npc's at the same time (ie, they being close and social and get a star in their face) and FD. You'll have a single mob with you. Stand up and FD again (it will go back as it's only on agro as others have instantly reset). Agro same mob again. Watch the same mob that camped you before comes to do the trick. Watch someone else pull 4 mobs (at same time) and die. Watch the same mob that would camp you if you had FDed doing the pull stand and corpsecamp the puller until he release.
It has nothing to do with FD, but the way mobs deagro on deaths. It is however, extremely useful for pulling currently, so fixing it might make our job trickier.
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« Reply #33 on: February 28, 2007, 12:01:18 PM »

Many issues mention already, so I'll try not to digress too much.

1)Weapons - Monks see slim to no benefit from equipping weapons.  Weapons monk can equip tend to have stats geared towards disciples.  Lack of weapons in quest rewards, and higher level drops.

2)Lack of abilities/ poor scaling of said abilities -  Count up the total number of monk abilites.  Then add the abilities from your stance.  This number is generally well below every other classes total number.  Secondly, when we get a new ability, it becomes much less effective until you upgrade it.  However, the upgrades on abilities in the tooltips is usually a whopping 20-40 damage increase, meaning its not really much of an upgrade at all.  Mobs have probably gained 2k hp in that level span if they are 2 dot, and likely 10k+ if they are 4 dot.  An extra 40 damage is not going to make a difference.

3)Lack of energy bar/is jin worthless - I don't know if anyone else feels this way, but why do we have jin in the first place, if we don't get a source of power ie energy that every other class.  It's like they decided to just add a limiting factor to monks, while simultaneously removing a potential gain.  Give us an energy bar, get rid of jin and the problem is pretty much solved.  Thus energy would be somewhat desirable and at the very least useable.  Other wise, make abilities like secrets and iron hand jin based, and ashen hand, jin surge, and the like based off of energy for example.

4) No utility! - Many will disagree with this, but FD does not equal utility.  The best use for FD, and I think a fair share of higher level monks will agree, is to drop combat and rez your healer mid fight.  Our silly little mez barely counts as utlity, when many other classes can mez faster and more effectively. We have 1 self buff(aums), no group buffs.  Stances provide neglible gain, and usually at a pricey cost.  If we got one group buff I'd be happy here.  I don't want a ton of utility, just a little something to bring to the group (besides our hopefully very soon to be largely increased dps).
Personally, I think the ranger buff stalker's grace that adds str/dex and melee crit/accuracy screams monk.  I think monk should get a str/dex crit/dmg buff, and rangers dex/con accuracy/evasion.  To me that matches the "feel" of each class better. /shrug

5) Styles ultimately force you to pick a path to be subpar at -  As it stands, in any style you pick, you will not be able to excel over another class at anything.  Furthermore, the differnence in styles does not affect your experience as a monk dramatically.  Personally, I think styles should be done away with.  roughly all the abilities should be made available to all monks.  We should get 3 stances based roughly on each style.  Dragon is our offensive stance,  Drunken our defensive, and Harmonious a mid-line stance.  Furthermore, I'd almost rather we didn't even get a true defensive stance, rather our stances allowed us to provide different damage/effects.  Harmonious could haste you and add a slow proc to your attacks.  Drunken a large increase in damage or crits, at the expense of accuracy.  Just some very vague ideas, but a lot of things could be done here, and very balanceable.

6) Avoidance - A touchy subject, and a difficult thing to balance.  However, I definetly do not feel very evasive at all, especially when I watch rangers chain parry the crap out of things.  I think 75% evasion was way too high, but monks ending up somewhere around 40-45% and other light fighters at about 30-35% is pretty reasonable.

7) DPS - As it stands, our dps is atrocious.  This is not debatable.  Dps obviously needs to be balanced with utlitiy, and as it stands we have basically no utility.  So in my mind, that means we should dps kings.  And I literally mean top of the dps tree.  I see it something like this on single targets 1) Rogues>Monks, Sorcerors 2)Ranger>Necro, Druid 3) Bard, Bloodmage, Psi (no charm, which can send psi dps through the roof with the right pet) > offensive stanced tank
4) Tank>Healers
AE fights are somewhat different, but it definetly seems like Monks should be top of the liine melee dps, with the amount of ae abilites and procs we have.  Sorcerors should own ae for casters.
These are my thoughts about how we the dps tree should look, provided our utility doesn't get added to.

Well, that's the best I can do right now, I had to reformat last night so It's time for another restart. /sigh

Until laterz
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« Reply #34 on: February 28, 2007, 12:24:20 PM »

Quinn,
Very nice job uncovering the monk issues and posting them. Very good job, you get an A for content, now hopefully you'll also get an A for execution on getting us fixed. Smiley

My main problem you have posted there was when we got the undocumented nerf of FD split pulling. This had me absolutely seeing red when I tried to split mobs and no longer could because they sprint back to their spawn point! I am glad you have this addressed in your post.

Also at 30 my crits are not much higher than they were when i was 10, even with much better equipment (no weapons because even blue ones of my level LOWER DPS). Don't buy weapons monks, they are USELESS. Smiley Our DPS is absolutely tepid when compared to that of a ranger or a bard. Rangers can do almost anything a monk can do except FD, heal, have awesome buffs, and do 5x the damage (wish there was a parser out so I had proof on this), I went Dragon Style which was supposed to be dps, and just don't see it. As I see it, the DPS heirarchy of light fighters should be Rogues first, followed by monks, rangers, then bards. Right now it seems it is Ranger by far, who with their buffs, ability to snare and heal and everything else, making them an uber class compared to the rest of us light fighters. Well Bards also have a fine fit in a group. Rogues and Monks got left behind here.

Next suggestion is on Ignore pain. At level 30 I am at 2782 hps, and ignore pain heals for 565, less than 20%. Either the timer should be reduced to about 1 min from the 5 it is, or the amount of damage healed should be closer to 50%. As it is it is a very limited use ability.

Next, compared to energy using classes, our endurance gets shot WAY too fast. Do two or 3 special attacks which is the only way we get DPS, and then sit on auto attack for awhile and wait for it to build again. Endurance costs need to be cut to bring us up to where we can compete with others in the DPS dept. Either that or have Endurance on some rogue/monk only equipment to help us fighters who do not use enrgy (Yes, i beleive rogues need this also).

And one last thing... Waning Palm 2 never replaced Waning Palm 1 on our reaction bar...

I love my monk but we really need to be brought to the level of other light/offensive fighters in either utility or dps, hopefully both. At the moment our value to groups is becoming quite limited and our ability to solo (which i don't care about if we have group value) is almost nonexistent.

Please help us soon!

Anyway, thanks for being our ally and hope you can 'get er done' Smiley
« Last Edit: February 28, 2007, 01:00:59 PM by Seka_Thunderaxe » Logged
Laneus
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« Reply #35 on: February 28, 2007, 12:32:51 PM »

a side note to the Aum Ti not working, it seems to be working as intended as far as endurance cost. just tested it ingame aswell.

Hmm, not only does my Aum Ti icon on the buff bar not mention the reduced cost, if I switch to harmonious stance (no reduction / no increase cost) and use a 16 endurance ability, my endurance goes from 100 to 84.  So appears to be not working for me.
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Quinn the Mighty
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« Reply #36 on: February 28, 2007, 01:51:20 PM »

Harmonious:
Bug: Aum is outright broken.

I did get confirmation on this I heard from the source that it's fixed internally and we shall see it pushed out live soon.

~QTM
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Quinn the Mighty
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« Reply #37 on: February 28, 2007, 01:56:00 PM »

a side note to the Aum Ti not working, it seems to be working as intended as far as endurance cost. just tested it ingame aswell.

Hmm, not only does my Aum Ti icon on the buff bar not mention the reduced cost, if I switch to harmonious stance (no reduction / no increase cost) and use a 16 endurance ability, my endurance goes from 100 to 84.  So appears to be not working for me.

Anyone else to double check this?? there appears to be conflicting reports. Just remember to test it 100 for simplicity sake.

~QTM
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Quinn the Mighty
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« Reply #38 on: February 28, 2007, 02:19:20 PM »

Quinn, just to point out you listed this thread as bugs/ issues/ suggestions; and so far I have only seen bugs/issues being listed. Is it possible that you could add a separate area on the initial posts for Suggestions.

I thought I brought to the table at least two very good suggestions to consider

1. put +crit on our abilities (IE boundless fist = 5% crit every time you use THAT ability, as it wont stack with white melee or anything other. This should help us crit a bit more to open up our real dps the finishers.)

2. Make certain spells, especially Iron Hand a longer lasting buff, with increased Jin cost. As is casting every minute does nothing but irritate the user. It reminds me of being a thane in DOAC when it first came out. Thanes had a self buff that you had to rebuff every 3 minutes. They finally changed it to an hour, which is much much better.

I suggest the class start actually using its meditation skill for something, making Iron Hand cost a full bar of jin but last for an hour would make us meditate to gether that much jin. (example at 23 my max jin is 14, so make it cost that, and 50 if Jin is 30 make it cost that etc.) This also allows us monks who use it, to keep our sanity and not have to cast it every minute.

And one debatable

1. I also suggested more hps, but it would seem that many of our fellow monks disagree, however I think its a fair tradeoff since we get very little Utility. (Yes FD is nice, however rogues will get stealth which is even nicer, and also poisons, and I wont have to mention bards or rangers as everyone knows they got insane utility.)

I am not forgetting these, just tying to figure out what to do with suggestions as they are benig sent in... I may move the suggestions to a different list. but I'll get them up there today.

~QTM
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Quinn the Mighty
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« Reply #39 on: February 28, 2007, 02:24:37 PM »

  • Bug Sundering Dragon's Claw (or something like that, learned at level 42 i believe) tooltip on this skill says it's a finisher but is actually an adv. finisher. it's also supposed to be a dot for 800-900dmg or something, but does nothing. (Need more info)[
sorry for my vague description.
----[learned at lv42]
Sundering Dragon Claw I
38 Endurance
Dragon Mastery Finish
Refresh 2:00
Savagely tears through your opponent, inflicting a massive 891 to 941 damage over 6 seconds. Increases Jin by 1.
----
not sure if skill is meant to be a finisher. the skill becomes activated after a finisher so it should be a "dragon mastery adv. finisher"? also, the skill itself doesn't work at all. there is no dot, or initial hit damage.

Dragging to the end for a list update....
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Aeronis
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« Reply #40 on: February 28, 2007, 03:40:38 PM »

Quote
Suggestion: as a pulling class is it it possible to get a lull type ability. (This is even more relevant given the wierdness with mobs hauling arse back to thier spawn spot now when FD)

Oh god no. Don't pidgeon hole the monk as a pulling class - The monk can be so much more. Plus, the Bard is already the lulling pulling offensive fighter.

Monks are finely tuned spiritual warriors of crits and evasion with supernatural utility - They should be defined by those abilities, not by some nonsensical ability to pull mobs by lulling them and faking his death.

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Aeronis
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« Reply #41 on: February 28, 2007, 04:07:01 PM »

Issues:
-Claws and knuckles should be represented visually on the character's hands. Fist wraps, however, should continue to look like the monk is bare handed.

-Monk fists and fist weapons should have their crit chance returned to 10% per hand, because they are the only class that is entirely dependent on crits to unlock their DPS. If not, the monk needs to be reworked to have it's DPS not be reliant on crits. The easiest and best path here is to just give them their crits back as it was intended.

-Martial sword parry chance should be doubled, considering you cannot duel wield them like parry daggers. Monks should be the king of evasion amongst offensive fighters.

-Monk weapon loot tables appear to be woefully incomplete. There's a very limited selection of weapons to choose from on the exchange compared with other weapon types.


Suggested tweaks for other powers:

-To make Storm Stride more useful, it should give you 5% extra chance to crit, along with a small accuracy and damage bonus for the next attack.
-Storm stride should not detrigger finishing moves. You should be able to active storm stride after a crit and then land your finisher behind the enemy..

-Ignore pain, not being tied to endurance to jin, shouldn't trigger the global refresh timer. The timer slows down your attack rate after a dull pain when you probably need those precious seconds to kill off the enemy before he kills you.

-For the same reason I think swaying step should not be on a global timer, so you can throw in an evasion without being forced to wait to use something like dull pain, or another utility power. Considering that it has a 15 second refresh it's not like you could spam it.
« Last Edit: February 28, 2007, 04:13:30 PM by Aeronis » Logged
Feihon
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« Reply #42 on: February 28, 2007, 05:41:51 PM »

    *  Bug: The Harmonious Stance is being abused for quick jin regen.
    * Bug: Harmonious Monks who use Deadly Adder Hand Line and then FD will garner aggro once again (even if still FD) when the damage portion of this ability hits the mob.

These are not bugs, nor are they issues. You need to THINK ABOUT WHAT YOU ARE SAYING before you label it as something to be fixed.  If you put a DoT on a mob, you aren't going to wipe aggro from future damage you do to the mob.

Harmonious Stance was NOT BEING ABUSED, it was being utilized for its potential.  If you are disappointed with your other SNARFty stances, then complain about them...but do NOT complain about the utility of my stance and have it altered. You have forever forsaken this class.
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Soluss
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« Reply #43 on: February 28, 2007, 05:49:24 PM »

    *  Bug: The Harmonious Stance is being abused for quick jin regen.
    * Bug: Harmonious Monks who use Deadly Adder Hand Line and then FD will garner aggro once again (even if still FD) when the damage portion of this ability hits the mob.

These are not bugs, nor are they issues. You need to THINK ABOUT WHAT YOU ARE SAYING before you label it as something to be fixed.  If you put a DoT on a mob, you aren't going to wipe aggro from future damage you do to the mob.

Harmonious Stance was NOT BEING ABUSED, it was being utilized for its potential.  If you are disappointed with your other SNARFty stances, then complain about them...but do NOT complain about the utility of my stance and have it altered. You have forever forsaken this class.

You cant possibly think that being able to go from 0 jin to full jin in the matter of about 3 seconds wether in combat or not was intended.  If you honestly believe that then you are a complete idiot
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Rowel
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« Reply #44 on: February 28, 2007, 06:31:12 PM »

I didnt see anything about this, but i found it to be quite a nuisance especially with how bad our Self Heal is. FD being on the Global cooldown, that one second refresh after any ability has gotten me killed so often especially after an FD fail, mash the Self heal, healing for less then 20% of my HP,with 2 or 3 MoBs it rarely helps and having to wait that extra second for the global to refresh on FD, seems like it limits the use of the ability that sets us apart from everything else. Love to hear others thoughts on this also.


Thanks,
Rowel-Hilsbury
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