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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 7349 times)
Hanzou Masamori
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« Reply #45 on: March 09, 2007, 09:02:55 AM »

As a Dragon Style Master I dont have much more to add that Chunli hasnt already covered, secret and stance stacking, expensive AoE costs, broken stances, etc. Pretty much everything thats been on my mind. If the above issues get addressed soon Ill be one happy Monk. As a Dragon Monk Ive always felt our style specific AoEs should at least be somewhat efficient, since thats one of the marquee features of our style. Secret of Celerity also could benefit from a shorter reuse timer, its a nice burst damage asset but its far too limited atm by its timer, imo. That said Im really glad to see ya working with QTM, Talisker. I look forward to the changes in the coming week(s).

Im noticing what others are also regauarding Quivering Palm. It is currently not applying the debuff portion at all. Enemy damage output stays the same (I watched combat spam over a couple fights with even level 2 dots).
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« Reply #46 on: March 09, 2007, 09:39:16 AM »

Update;

I looked over some screenies that Talisker sent to me showing me that his version of Quivering Palm on the Test and Dev servers were working and applying the 50% debuff. In response I sent him my screenshots and combat logs showing the opposite on the live servers.... all in all its just wierd and he acknowledges somethings up.

I noticed that QP is spamming the combat log as well. In my case I was getting 3 entries The number that shows up over the mob and 2 other number that equal the 1st one. Talisker says that this part should be able to fix.

Also a couple of other choice tidbits

Crescent kick will be changed to 10 End and no longer incur the global cooldown seems like a good trade off IMO.
All finishers will be moved to 10 End as well
DPS will tweaked to get us more in line with our role. (Highest Base DPS)
Style Stance are going to get a tweak pass
FD fixes are further out on the horizon (I am trying to get this some priority however)

It's late and I have a long day tomorrow I'll see if I can grab more detail tomorrow

~QTM




I do not know if I am the only Drunken Monk Lv30+ or not, I know I am the only one on my server, but anyways.  QTM Could you please have them take a look at all of the Drunken "Aum-Learned" Abilities?  Currently, all of the different ranks, have the same tooltips, and do the exact same thing.  ie:  Rank 1 Staggering Punch does the exact same dmg as Rank 5.   Jeering Kick rank 1 does the same as rank 4.   um...at level 40, we got an abilitiy (currently forget its name) that has an 1hour cooldown, and allows us to attack our defensive-target's target.  Now please explain to me why this is even an ability?  Further more, why it is on an 1hour cooldown?  Does hitting "/assist" not work well enough or what?  I am just completely and utterly dumbfounded about this class high level at the time.  As always, I greatly appreciate your assistance in helping myself, and our class.  Thanks!

-- Poco
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Leishiu
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« Reply #47 on: March 09, 2007, 10:02:29 AM »

Harmonious Ability Issues:

Eagle Claw: Rank 3 is 50 more damage than Rank 1. Thus at level 41, the diffrene between using Rank I and Rank III is 50 damage. Duration is not improved, endurance cost not cut, effect not increased nor is any new ability added. What's really the point of even upgraded?

Deadly Adder Hand: Since tooltip is broken, but it's hitting for 450 at 41 instead of 200 at 15. That's it. Scaling on Rank I is the same as Rank IV, duration the same, virtually no diffrence - once again, why is it really upgrading since there's no noticable diffrence.

Forced Crit Abilites (for all styles): These already cost 4/6 Jin, 5 minute reuse is extreme. Apperently Rank II for drunken (haven't gotten it as harmonious yet) is 10 second reuse for the 6 Jin ability - that's more like it.

North Wind snaps the Limb: 20 seconds finisher that reduce melee damge for 75. That's nice - but the 2 minute reuse isn't. Either increase the duration or cut the reuse.

Wave Hand in Cloud: This ability is in no way worth using, even the 10 jin and 30 minute reuse makes it unsuable, the fact that it does never increase in potency (and is not ranked) does not make it better. At the very least, it should scale and be a targetable ability, dramatically reduced cooldown (10 jin is heavy as it is) wouldn't hurt either.
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Quinn the Mighty
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« Reply #48 on: March 09, 2007, 10:20:04 AM »

Quote
anyways.  QTM Could you please have them take a look at all of the Drunken "Aum-Learned" Abilities?  Currently, all of the different ranks, have the same tooltips, and do the exact same thing.  ie:  Rank 1 Staggering Punch does the exact same dmg as Rank 5.   Jeering Kick rank 1 does the same as rank 4.   um...at level 40, we got an abilitiy (currently forget its name) that has an 1hour cooldown, and allows us to attack our defensive-target's target.  Now please explain to me why this is even an ability?  Further more, why it is on an 1hour cooldown?  Does hitting "/assist" not work well enough or what?  I am just completely and utterly dumbfounded about this class high level at the time.  As always, I greatly appreciate your assistance in helping myself, and our class.  Thanks!

Sounds like a lot of abilities were cut and pasted down to the tool tip. If you could detail them in the monk issue thread I can add it to the master list that sigil has. As far as the 1 hr /assist abilitty goes ... I am not sure I know what you are talking about. If you provide me with the tooltip info I can look into it.

I have only seen a couple of posts regarding drunken monks since most changed to the other styles after the evasion changes. I would appreciate any additional info you can give.

~QTM
« Last Edit: March 09, 2007, 11:41:08 AM by Quinn the Mighty » Logged
Kyomi
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« Reply #49 on: March 09, 2007, 10:27:24 AM »

They need some good Q&A People Smiley

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« Reply #50 on: March 09, 2007, 12:59:59 PM »

Quote
anyways.  QTM Could you please have them take a look at all of the Drunken "Aum-Learned" Abilities?  Currently, all of the different ranks, have the same tooltips, and do the exact same thing.  ie:  Rank 1 Staggering Punch does the exact same dmg as Rank 5.   Jeering Kick rank 1 does the same as rank 4.   um...at level 40, we got an abilitiy (currently forget its name) that has an 1hour cooldown, and allows us to attack our defensive-target's target.  Now please explain to me why this is even an ability?  Further more, why it is on an 1hour cooldown?  Does hitting "/assist" not work well enough or what?  I am just completely and utterly dumbfounded about this class high level at the time.  As always, I greatly appreciate your assistance in helping myself, and our class.  Thanks!

Sounds like a lot of abilities were cut and pasted down to the tool tip. If you could detail them in the monk issue thread I can add it to the master list that sigil has. As far as the 1 hr /assist abilitty goes ... I am not sure I know what you are talking about. If you provide me with the tooltip info I can look into it.

I have only seen a couple of posts regarding drunken monks since most changed to the other styles after the evasion changes. I would appreciate any additional info you can give.

~QTM

Errant Strikes:
6 Jin
Drunken Mastery
Refresh: 1:00:00
Allows each of your attacks to strike an opponent that is attacking your defensive target for 1min.

Problem is:
a: we already have ae's that do more dmg typically than our other abilities.
b: it doesnt work ae, it just attacks their target

and like I said, that doesnt surprise me, as I am probably the highest drunken ingame atm.  But I like the utility of the rescues.  Smiley
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Kyomi
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« Reply #51 on: March 09, 2007, 02:01:08 PM »

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as I am probably the highest drunken ingame

that's definitely something to be proud of Wink
« Last Edit: March 09, 2007, 02:41:21 PM by Kyomi » Logged



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« Reply #52 on: March 09, 2007, 02:04:56 PM »

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The main problem with allowing a monk to switch between all three stances on the fly is that if they are great at doing any of the three they are overpowered, but if they are subpar at doing any of the three they are underpowered. Noone wants a class that can only halfass a task - They'll pick up a class that can carry it through. Pulling? Bard. CC? Psi. DPS? Long List - They can all do it better, and we'd be stuck LFG shouting 'Level 35 Monk LFG, can FD!'

I think that's a contradiction. How can they be underpowered being subpar at one task, but then be overpowered by being subpar at three tasks?
The monk forms as they stand would not be overpowered when combined because they aren't that much different from each other,  and by themselves neither trumps more specialized classes. That is the essence of a hybrid class, who draws their strength not from specializing in one area but in being able to do many things well.

Quote
Speaking directly from expierence as a monk and bruiser in EQ2 if you want a class that can DPS well, tank well, and have decent utility on the side, it doesn't work. You either become a worthless hybrid or step on the toes of people who's job you can do plus more.

You just got done saying that we'd be overpowered with all three forms combined, yet now you're saying we'd be a worthless hybrid.
Which is it?

Hybrididization can work - Look at the Shaman. He can do a bit of everything, is the master of none, yet he's one of the most powerful classes in the game.
Being a hybrid and flexible doesn't have to be a handicap, it can be a powerful strength.

Quote
Dragon Monks are the epitome of DPS. They forfeit any type of utility and offtankability to do a large amount of damage. This is, of course, through Directs, AEs, and DoTs.

Drunken monks strive to keep their party alive, via intercepts, blocks, offtanking, and generally doing things to bolster a tank and control a large amount of adds that the CC might have a problem doing.  They have the least amount of DPS on the monk scale.

Harmonious monks are the inbetween. Neither high DPS nor amazing Offtanks, but rather a lesser combination of the two plus debuffing that strives to pull mobs with minor CC while aiding the higher DPS in the groups to kill faster and more effeciently.

The beauty of this is, it's already possible in the game, at least mechanically. We have 3 monk specs each with 3 monk spec stances. A bit more thought, a little number crunching, and you can make some people happy.

You mentioned that you would like to chain pull, offtank, and have a large sum of utility, in this case I would assume that means debuffs. Enter harmony.

There's a problem with this specialized monk system.
How can one justify specializing in only damage as a Dragon monk if they aren't going to be better than Rangers and Rogues?
A Drunken monk specialization holds promise because they could do more damage than a warrior but tank better than any offensive fighter, but it seems like a very limiting role for a monk.
A harmonious monk would be good because you'vegot  DPS, survivability, and utility - It's a goodl combination and proves that hybridization is not a weakness but a strength.


Quote
If you want the ability to switch between the 3 on the fly, play a ranger. Don't suggest that what we have now be changed into something so similiar, annihilating any sense of differentiation which we once had outside of a bow and swords.

We'd be totally different as I imagine it.
Imagine if the forms were kept the same, but you could switch between them on a timed interval. You'd have a level of specialization in three areas that surpasses any other class's stance system. This would offset the fact that none of your forms are the best at anything, allowing you to be pretty good at everything.


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nennafir
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« Reply #53 on: March 09, 2007, 02:07:55 PM »

Go Apoco!

Keep reporting those drunken issues!  I'm only a baby drunken monk now but I appreciate it.
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Shengyi Tsung
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« Reply #54 on: March 09, 2007, 03:33:47 PM »

I've never percieved the monk as being a hybrid class or a utility class.  Though we have limited personal utiltity, i wasn't aware that we could share any of the few things that we can do.  (except maybe the dragon monk invis later on perhaps?)

My point being we CANT snare, root, charm, heal, rez, levitate, boost (others) run speed, invis (unless dragon)  nor can we buff up our stats (at least not that i know of) and we have limited ranged attack ability and our mez is the the weakest version in the game and is only more useful than the rogue version because we can FD.  Only dragon monks get a Stun, and i hear its a good AE one and they later get a counterattack one but other than that........

I hope this is evidence enough to convince everyone that we are not a utility class.

That being said, we are a hardcore DPS class.  We should be out parsing everyone except maybe rogues and a sorceror. This is the only balance that i can see for our class. 

The whole point of my argument is that i don't want there to be any confusion on where we SHOULD stand as a class.  We need no utility or cheap tricks to fight monsters.  If you want to dance around and shy away from the creatures you face, then play a pansy trickster bard, or a sneaky backstabbing rogue, or a "don't get my hands dirty" arrow shoveler.

We are meant to get up close and personal, and overwhelm any obstacle with blinding fury and unstoppable melee prowess.  If we all have the same perception on what our class should be, then that is what our class will become.  It's important that we are all in agreement about what should happen with the future of this class.  I don't want to come back to this forum a month from now wondering why we are still not the DPS we should be.

Now of course a drunken monk should be a little less DPS given that he has more tanking potential, and perhaps a harmonious monk should have a little less tankign and DPS potential given that he can debuff (which just leads to more DPS  uglystupid2 ) and the dragon should be boosted a bit DPS potential, but overrall the monk class should still be a powerhouse no matter what style she/he prefers.

Stances:
I don't understand why we are constantly asked to sacrifice something in order to boost something else.  I think they should be reworked a bit, i mean a paladin offensive stance has 10% group damage boost and 5% accuracy boost FOR THE WHOLE GROUP.  Granted their damage should still not compare, but i would much rather see something like this (except not for the group).  It just seems silly to increase crits and increase costs because won't it eventually even out to normal amount of crits without costs?  In other words, useless?  Now sacrifice defense for more offense makes sense, but it doens't make since to sacrifice offense for offense.   The defensive stances make since however.  Boosted melee evasion at a damage penalty DOES make sense, and i'd leave that.  i feel the dragon and harmonious offensive stances need to be re-evaluated.
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« Reply #55 on: March 09, 2007, 04:13:31 PM »

Yeah, Storm Dragon stance definately needs a revamp. At first it is nice, but the damage does not scale as you level. Then you get Magnificent Storm Dragon stance at 30. Once again nice at first, then the damage wanes. I would rather see Storm Dragon proc be a % of the damage donee in the form of lightning, or just scrap the elemental proc idea (especially since it can be resisted) and give us a % based crit/damage/accuracy buff from the stance.
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« Reply #56 on: March 09, 2007, 06:46:59 PM »

I've never percieved the monk as being a hybrid class or a utility class.  Though we have limited personal utiltity, i wasn't aware that we could share any of the few things that we can do.  (except maybe the dragon monk invis later on perhaps?)

My point being we CANT snare, root, charm, heal, rez, levitate, boost (others) run speed, invis (unless dragon)  nor can we buff up our stats (at least not that i know of) and we have limited ranged attack ability and our mez is the the weakest version in the game and is only more useful than the rogue version because we can FD.  Only dragon monks get a Stun, and i hear its a good AE one and they later get a counterattack one but other than that........

Sigil has said the intended the monk to be third on the DPS chain, if a Rogue is fighting from stealth/behind and a Ranger has time to learn his target.
The monk is only suppose to be better than the Ranger for short fights, or better than a Rogue who is fighting from the front and unstealthed.

So then, where does that leave the Monk?
Is he high DPS? Yes. Is he ever going to be the top of the DPS laddder? No, nor was he ever intended to by Sigil's admission.

Well, he's got his three forms - One could make him a better offtanker, the best of the light fighters. The other gives him more team utility, and the other gives him a minor boost to damage when the other forms aren't needed.
None of which make the monk real worthwhile by themselves, but combined could give the monk the flexibility to take on a variety of tasks that the Rogue/Ranger/Bard couldn't.
Namely: Able to have more utility than a Rogue in Harmonious, and different kinds of utility than a Ranger.
Able to come closer to the Ranger's damage with Dragon form.
Able to off tank better than a Ranger, the best of any light fighter.

I don't much see the point to picking just one path when as you already pointed out the Monk really has nothing but damage, evasion, and minor utility.
Dragon form? By itself you're still not going to out DPS the Ranger or Rogue, so why suffer permanently limitingtility and evasion potential?
Harmonious? More utility, but still not enough to offset the monk's DPS rank and lackluster evasion.
Drunken? Do you really want to limit yourself to being a dedicated off tanker and litlte more?

Quote
That being said, we are a hardcore DPS class.  We should be out parsing everyone except maybe rogues and a sorceror. This is the only balance that i can see for our class. 

The Monk can be a hardcore DPS class and still have the flexibility to off tank and have team utility.
In fact, the flexibility to switch between the forms is the only thing I see that could really balance out the fact that the Monk will never be the king of melee DPS.

Quote
The whole point of my argument is that i don't want there to be any confusion on where we SHOULD stand as a class.  We need no utility or cheap tricks to fight monsters.  If you want to dance around and shy away from the creatures you face, then play a pansy trickster bard, or a sneaky backstabbing rogue, or a "don't get my hands dirty" arrow shoveler.

How is there any confusion about where the monk stands? He's DPS first and foremost, but not among the two two melee DPSers, and he wasn't intended to be. He makes up for this by augmenting himself with either better off tanking ability, better team utility, or more DPS.

The issue here is that by themselves each form doesn't really do the Monk justice. Dragon has no purpose, Drunken is broken, and Harmonious is the best right now because it gives the monk what he needs: Flexibility to go along with his DPS.

Nothing about the Monk would be lost if all three forms were opened up at once and could be switched between.

If your only reason against the merging of three forms is that you're holding out for them to make monk's a pure DPS class that tops the damage charts, well, sadly that's not going to happen because that is not Sigil's vision of the Monk.
Nor is it my vision of the monk to be a pure damage machine. Monks are more versatile than that, highly evasive, and capable of tapping into supernatural forces to give them or their teammates and edge over the opposition.

Quote
We are meant to get up close and personal, and overwhelm any obstacle with blinding fury and unstoppable melee prowess.

Technically that's the Dragon monk. The Harmonious or Drunken monk do not conceptually operate under that principle.

The monk means different things to different people, which is why I think it was a good idea they have three forms for different types of monks.
And on that basis it would be good if they are kept separate.
Personally I view the monk more as a harmonious being who is flexible enough to respond to a variety of tactical situations and to meet the needs of said situation.

But if the forms are to remain separate then they must be overhauled so that each one can stand on it's own.
Currently the way the forms work they would only be useful if you merged them together, because each one by itself right now is weak and only limits the monk's potential instead of bringing out the potential of certain monkly aspects.


If the forms aren't merged, then this is what has to happen:

Dragon monk: In exchange for no additional team utility or defense, you do damage capable of meeting or exceeding a Ranger who has studied his target for a while - Anything less kind of makes Dragon pointless by itself because you've got nothing else going for you, whereas the Ranger has more going for him stock. This is balanced by the fact that the Ranger still has all his utility, buffs, and ranged abilities. You won't do more damage than a Rogue who is taking advantage of everything he's got (stealth, behind, poisons, etc).
One niche the Dragon monk could potentially fill is that of being the best melee AoEer in the game.

Drunken Monk: In exchange for no additional damage, and the addition of utility that only relates to off tanking, you should be the supreme off tanker of the flight fighters. You should far surpass the capabilities or a Ranger who is in evasive mode with parry daggers. You represent the melding of warrior with offensive fighter, having much more damage than any tanker but having much less reliable defense (low mitigation and all evasion based). You retain your position as third in optimal DPS among offensive fighters, but you trade off by being about to survive longer than any of them.
 
Harmonious Monk: You have the capability to do somewhat more damage than the Drunken Monk. You have the capability to offtank somewhat better than the Dragon Monk. You have forms to meet a variety of situations, either offense or defense. Your main advantage over the other two forms is that you've got more team utility.

« Last Edit: March 10, 2007, 12:38:14 AM by Lomash » Logged
Leishiu
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« Reply #57 on: March 09, 2007, 06:59:02 PM »

Harmonious Reuses & durations:
North Wind Snaps the Limbs
North Wind Breaks the Trunk
2 minute reuse for 20 second duration. If we're supposed to be able to be masters of debuffs, we should be able to use it a bit more often. If the reuse would be 20-30 seconds, the duration is totally fine, the abilites does deal a decent chunk of damage for the effect (and being finishe/adv. finisher, they aren't exactly at will either). Also lacks a description saying "Finisher", "Advanced Finisher".

Deadly Adder Hand
Eagle Claw
They need something more incentive than tiny tiny damage increases as rank increases, such as longer durations; 16 seconds is really short on higher levels; and the endurance drain from particiarly Deadly Adder Hand is very noticable to be reapplyable.

Tiger Pounces (And their other style eqvivalents)
Trapping Mantis Claw (and their other style eqvivalents)
While harmonious is hardly really in need off crit-on-demand, the 5 minute reuse for these is grossly exagruated, considering their weak damage and Jin cost.
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« Reply #58 on: March 10, 2007, 12:52:33 AM »

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Crescent kick will be changed to 10 End and no longer incur the global cooldown seems like a good trade off IMO.

Not a bad trade off, but personally I find endurance so precious during prolonged battles that I will probably decide that 10 endurance could be better put towards another boundless fist or something else, considering the poor damage on Crescent Kick.
All I use CK for right now is building jin, because it's basically cost free, but that's balanced out by it's long recharge IMO.

I wouldn't mind CK getting upped to 5 end, but 10 might be a bit too much.

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« Reply #59 on: March 10, 2007, 03:33:55 AM »

Depends, if it's moved out of the endurance recycle timer, 10 end is totally fine for it, specially if in removed from global cooldown.
Also, Ashen Hand shouldn't occur Endurance Recycle penalty (nor any other Jin based attacks) - they don't use endurnace (much like energy attacks from other classes) and therefor shouldn't really stop our regeneration.
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