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Vanguard Monks  |  Monk Discussion  |  Monk General  |  Post Hotfix Patch.Patch...er gameplay after changes 3-8-07 « previous next »
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Author Topic: Post Hotfix Patch.Patch...er gameplay after changes 3-8-07  (Read 7348 times)
TaliskerSGO
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« Reply #15 on: March 08, 2007, 10:30:48 AM »

I think it might be interesting for you to know exactly what happened with yesterday's patch.

We looked at all the classes DPS, as we do a few times a week.  We increased your damage, and I came in yesterday expecting everyone to be happier...

Well it turns out that what we thought was a minor fix for a display issue turned into a massive issue for you guys.  QTM contacted me first thing in the morning and we started working on a fix.  It was frustrating on many levels.  Thank you all for hanging in there while we clean up the mess we made, however unintentional. 

Good times ahead. 

And good luck finding your new abilities.
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nennafir
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« Reply #16 on: March 08, 2007, 10:39:26 AM »

Hi Talisker,

Thank you very much for making an appearance in the forums to discuss monk issues.

Best,
   nennafir

I think it might be interesting for you to know exactly what happened with yesterday's patch.

We looked at all the classes DPS, as we do a few times a week.  We increased your damage, and I came in yesterday expecting everyone to be happier...

Well it turns out that what we thought was a minor fix for a display issue turned into a massive issue for you guys.  QTM contacted me first thing in the morning and we started working on a fix.  It was frustrating on many levels.  Thank you all for hanging in there while we clean up the mess we made, however unintentional. 

Good times ahead. 

And good luck finding your new abilities.
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Grom
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« Reply #17 on: March 08, 2007, 10:51:16 AM »

Hey guys havent had a chance to login and check any of this stuff out in the past 2 days.....

Just so I'm clear...

There was suppose to be...if i'm reading this right...a nerf to everyones damage across the board due to unexpected errors where everyone was hitting for double of what they should have been? We being gimped as we were crazy2 got more gimp by that change...my question is now and I guess this goes to Talisker...should we expect our damage to get back or increase from pre-patch levels?

Also can we get a post as to the devs team "vision" of where we should rank on the dps list and what our role should be...also can we get a similar breakdown for each one of our stances. And are you guys looking to make any radical changes to how our stances currently work today...or just tweak them so they do define us and our role better?

As has been stated it's nice to see actual feedback regarding our plight...

Grom
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Deinnun
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« Reply #18 on: March 08, 2007, 10:56:21 AM »

Thank you, Talisker, your words are reassuring after having heard absolutely nothing since release.

It was my guess yesterday that the bug fix of the direct damage abilities had an unfortunate side effect on monks. I will now login and test how it works with the quick fix.
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Chidori
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« Reply #19 on: March 08, 2007, 11:36:43 AM »

Thank you for clearing that up.
I still have some mustard to stirr in though.

Are drunken monks going to get any loving? Right now the class is absolutely broken and has no purpose whatsoever in a group. We can not do what our style is supposed to do being off-tanking (due to a suicidal stance and a sucky margen of avoidence) and we can not help guiding hatred in groups due do seriously underpowered aggro skills.
Getting aggro is easy with the kick, but if we can't off-tank decently whats the point of doing so?

Playing a monk is cool and all but some lovem ight be good. The no end cost for counters is a step in the right direction =)
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Jaxinor
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« Reply #20 on: March 08, 2007, 12:35:03 PM »

I think it might be interesting for you to know exactly what happened with yesterday's patch.

We looked at all the classes DPS, as we do a few times a week.  We increased your damage, and I came in yesterday expecting everyone to be happier...

Well it turns out that what we thought was a minor fix for a display issue turned into a massive issue for you guys.  QTM contacted me first thing in the morning and we started working on a fix.  It was frustrating on many levels.  Thank you all for hanging in there while we clean up the mess we made, however unintentional. 

Good times ahead. 

And good luck finding your new abilities.

Thank you for taking the time to post on the monk forums.  We really appreciate this in the monk community.  I for one was tearing my hair out yesterday.

I'm curious what you mean finding our new abilities also...  Didn't hear anything about that.

Anyways, our damge at least is "fixed" with this mornings patch, however, just messing around soloing I do notice a slight damage decrease.  I'll have to wait until I group tonight to get a better estimate, as I'm more familiar with my damage output in my static group.  I don't solo much for some mysterious reason....

Pending further testing, I still believe monks need to be looked at seriously for a significant overhaul/revamp.  They haven't really been touched since beta 3, and they were pretty far from complete then.  I was discussing this with a fellow monk on Hilsbury, just shooting some Ideas around.  I will digress later on this in a seperate thread, but basically I feel that by having a monk choose between 3 styles, you force him into an avenue of subpardom to someone else in every case (as it stands atm).  If you were to condense the abilities given to all 3 styles into the general monk abilities (Maybe not necesarrily all of them, but general monk abilities + all 3 styles abiliites = about teh amount of abilites a paladin gets, so I don't see why that wouldn't be viable).  Instead of choosing a style at 15, you are given access to your 3 basic stances.  Furthermore, at certain levels you should be able to learn a new stance, be it from a quest giver, observing a mob fight, whatever, the possibilties are many.  I think that monks shouldn't necesarrily have a lot of utility, but what we lack in utility could be made up in versatility between the stance.  This combined with a good baseline dps would make monks a very fun and interesting class.

This is a very brief version.  I feel together we came up with some very plausible and balanceable ideas.  Please let me know how you feel on this, and I will take the time to write a more complete summation.
« Last Edit: March 08, 2007, 12:38:11 PM by Jaxinor » Logged

*Jaxinor thinks your kung fu is weak*
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« Reply #21 on: March 08, 2007, 12:51:28 PM »

I played a little before work this morning.  

Some things I noticed.

Damage about the same.  Dragon regen stance still does nothing.  Dragon Storm Stance doesnt stack with secrets.  Cresent kick is a base damage amount vs based on weapon damage, as stated in patch notes.

*** One thing I would like to see is our chains and finishers to be based on an OFFENSIVE FIGHTERs numbers.  For example, as a former DK, our chains did 400% weapon + some damage.  Why are our damages so much less?  We have one attack that is based off of a % weapon damage, and its only 250% (and its not even a finisher).

Why would a shamen have higher melee avoidance than a monk?  It is a fact.  We have no other way to solo except to stand toe to toe with a mob and take a beating.  We really need a boost to our avoidance.

« Last Edit: March 08, 2007, 12:56:55 PM by Moridan » Logged
Quinn the Mighty
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« Reply #22 on: March 08, 2007, 02:02:15 PM »

Guys;

Can y'all double check your counter attacks. I am hearing from Talisker that he is able to use Quivering Palm. Plase also list what version of the ability you are attempting to use.

Thanks,

~QTM
« Last Edit: March 08, 2007, 02:23:56 PM by Quinn the Mighty » Logged
Soluss
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« Reply #23 on: March 08, 2007, 02:14:30 PM »

I can USE Quivering Palm just that.. it applys the damage but not the debuff... now whether the debuff actually is on the mob and just not showing it I do not know.
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Quinn the Mighty
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« Reply #24 on: March 08, 2007, 02:23:12 PM »

Sorry, let me clairfy my request;

According to Talsker on Dev and on Test he is able to use Quivering Palm and deliver the debuff on the mob. Sorry for the confusion.

The debuff takes 50% melee damage away from the target. (e.g. say you were getting hit for 100, You use QP, for the next 8 seconds you will now get hit for 50)

It could be his version of the skill works where as others may not.

~QTM
« Last Edit: March 08, 2007, 02:33:56 PM by Quinn the Mighty » Logged
Junshi
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« Reply #25 on: March 08, 2007, 02:27:43 PM »


And good luck finding your new abilities.


Almost missed that.. you sneaky Dev you!   Very interesting tidbit.
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Ikky Ikaloa
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« Reply #26 on: March 08, 2007, 02:44:14 PM »

Well since the patch I've noticed that when I solo I end up with a lot less HP after the fight then I did before the patch. Granted I'm only lvl 10 but I used to be able to plow through blue and light blue 2 dots with little down time. Now I'm under 50% HP after any fight.
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Leishiu
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« Reply #27 on: March 08, 2007, 03:10:10 PM »

Sorry, let me clairfy my request;

According to Talsker on Dev and on Test he is able to use Quivering Palm and deliver the debuff on the mob. Sorry for the confusion.

The debuff takes 50% melee damage away from the target. (e.g. say you were getting hit for 100, You use QP, for the next 8 seconds you will now get hit for 50)

It could be his version of the skill works where as others may not.

~QTM

Steal the Wind II (Harmonious ability) does not deliver damage or a debuff - it does however haste you. (The ability is supposed to slow the mob aswell).
Quivering Palm III does not deliever a debuff - it does however deliever damage.
Just tested.
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« Reply #28 on: March 08, 2007, 03:21:54 PM »

Quivering Palm I and Quivering Palm II do not deliver any debuffs for me.
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Lomash
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« Reply #29 on: March 08, 2007, 04:15:28 PM »

Quote
Thank you for taking the time to post on the monk forums.  We really appreciate this in the monk community.  I for one was tearing my hair out yesterday.

I'm curious what you mean finding our new abilities also...  Didn't hear anything about that.

Anyways, our damge at least is "fixed" with this mornings patch, however, just messing around soloing I do notice a slight damage decrease.  I'll have to wait until I group tonight to get a better estimate, as I'm more familiar with my damage output in my static group.  I don't solo much for some mysterious reason....

Pending further testing, I still believe monks need to be looked at seriously for a significant overhaul/revamp.  They haven't really been touched since beta 3, and they were pretty far from complete then.  I was discussing this with a fellow monk on Hilsbury, just shooting some Ideas around.  I will digress later on this in a seperate thread, but basically I feel that by having a monk choose between 3 styles, you force him into an avenue of subpardom to someone else in every case (as it stands atm).  If you were to condense the abilities given to all 3 styles into the general monk abilities (Maybe not necesarrily all of them, but general monk abilities + all 3 styles abiliites = about teh amount of abilites a paladin gets, so I don't see why that wouldn't be viable).  Instead of choosing a style at 15, you are given access to your 3 basic stances.  Furthermore, at certain levels you should be able to learn a new stance, be it from a quest giver, observing a mob fight, whatever, the possibilties are many.  I think that monks shouldn't necesarrily have a lot of utility, but what we lack in utility could be made up in versatility between the stance.  This combined with a good baseline dps would make monks a very fun and interesting class.

This is a very brief version.  I feel together we came up with some very plausible and balanceable ideas.  Please let me know how you feel on this, and I will take the time to write a more complete summation.

I agree. The three paths thing just isn't working.
Half of the current stances are broken or useless anyway, and there aren't that many mastery abilities.

If you go Dragon you're still not going to top the DPS charts, but you give up the utility of Harmonious. And Drunken, while technically the best off tanker, is only such by a small margin so it's not really worth devoting yourself to that one path.

The monk would be better off if he could choose between offtanking, DPS, or utility at will. Speccing into just one of these leaves you with a Monk that is still subpar in his given area, and lacks flexibility.

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