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Vanguard Monks  |  Monk Discussion  |  Monk General  |  Monks in PVP and what needs to be changed. « previous next »
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Author Topic: Monks in PVP and what needs to be changed.  (Read 1598 times)
Riot
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« on: April 18, 2007, 12:50:32 PM »

I know that some of you don't care about PVP since you don't play on PVP servers, but I assure you, if you think Monks are bad in PVE, they're 10x worse in PVP.  To be honest, the main problem is NOT our damage.  Though subpar, it is not what is holding us back.

The fact that nearly every other class can slow you and kite you and our inability to do anything about it is what is going to keep us back permanently.  "But Riot, we have Storm Stride!"  Indeed we do, optimists!  However, if you don't have any Jin when you get attacked you are completely and utterly screwed.  I don't know about you, but I don't often get attacked when I'm in a group and constantly have Jin, but only when I'm walking around town with no Jin built up.  And even if you DO get a Storm Stride off, you'll likely still be slowed when you teleport to the enemy.  You'll only be able to get in 1 hit and the target will have already moved away to continue kiting you.  If Storm Stride does indeed break your slow (which I'm pretty sure it doesn't) then the opponent can simply re-slow you and continue kiting you. 

I propose that Storm Stride be changed from Jin to Endurance so that it is actually worth using if we get in trouble.  There is no way I can get any Jin at all to use the skill if I get rooted, as all the Jin-giving abilities require melee hits up close.  This is from a Dragon Style monk's perspective mind you, not Harmonious so we don't have Jin-restoring stances or anything.  Storm Stride is really just another of MANY skills that I don't use because there is no point in it.  If the skill isn't changed to Endurance, we need some type of ability that automatically gives us a small amount of Jin, such as:

Inner Burst:  Accumulates 3 Jin automatically.  Cooldown 2 min / 5 min. 

The other thing, probably more important, is the fact that like I said, nearly every other class gets some kind of stun/root.  Our roles as Monks are to use brute force to break the opponent's body, no?  Then why is it logical that WE do not get a root ability, like a Hamstring?  We need to be able to keep people in Melee range in order to have a CHANCE to be successful, but we have no chance to do this whatsoever.  Yet, like I said, pretty much every other class has an ability to slow or completely stun their target.  I really push for a slowing ability.  If we could Storm Stride + Slow, we'd have a lot more chance in PVP.  I just don't see the reason why us, a class (that's supposed to be, but currently is not) devoted entirely to either totally destroying our opponent or debuffing our opponent can't do a staple ability that is necessary for our success while so many other classes can.

As of right now, we do not have a chance against pretty much any other class in PVP.  We NEED a slowing ability and a way to use Storm Stride when it actually matters (I've NEVER used in PVE because there is really no point) or else no amount of DPS-tweaking will ever matter. 
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||| Riot ||| Tharridon ||| 46 Dragon Monk ||| Guild: Alarius |||
Hopfrog
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« Reply #1 on: April 18, 2007, 01:26:41 PM »

You are %100 spot on

I play on a PvP server and man are we gimp. This latest patch shows me that not only is PvP an afterthought for this game, it is not even an afterthought they think much about.

Besides screwing up Secrets of Ice/Flames; Iron Fist now requires 5 Jin which takes you halfway through a PvP battle to build up. It lasts 5 minutes now, big deal, I'm already dead. And even if Secrets did work you wouldn't be able to chain em together anymore.

I laughed when all my guildies were like "Ooooo, aren't you excited, look at all the love they gave you poor little monks, you gonna be so big and strong now"...pfffft... what a slap in the face. They have no idea that we just got even worse for pvp! I am joining the long list of Monks leaving this game.

Not one thing to counter roots/snares or to give us our own roots/snares.

I was patient, I talked Vanguard up despite all its problems. I'm done! Good luck to those of you that stick it out.
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Moridan
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« Reply #2 on: April 18, 2007, 02:08:13 PM »

I play on a PvP server as well and yes monks have it rough.  Two things I recommend: train shuriken skill up, and hot key Soaring Leap to a keyboard button for ease of use.  SL movement is not effected by snares  9-)
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Riot
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« Reply #3 on: April 18, 2007, 02:44:13 PM »

Yeah I know, my shurikens are all trained up and I have soaring leap on my keyboard and use it constantly.  It still will not give us enough speed to catch up with an opponent if they're kiting us however. 
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||| Riot ||| Tharridon ||| 46 Dragon Monk ||| Guild: Alarius |||
Moridan
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« Reply #4 on: April 18, 2007, 02:47:32 PM »

Yeah I know, my shurikens are all trained up and I have soaring leap on my keyboard and use it constantly.  It still will not give us enough speed to catch up with an opponent if they're kiting us however. 

Does for me...Ive ran from bards that were chasing me while snared (when they were much higher then me) and chased people down while throwing shurikens while snared.  Wish we had some sort of cleansing skill tho
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Riot
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« Reply #5 on: April 18, 2007, 02:49:10 PM »

Maybe if you're in Aum Liat, but past 40 chances are you'll be in Aum Ti most of the time.  With run speed 100%, soaring leap isn't going to get you very close at all...
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||| Riot ||| Tharridon ||| 46 Dragon Monk ||| Guild: Alarius |||
Moridan
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« Reply #6 on: April 18, 2007, 03:06:10 PM »

<shrug>

Had some massive melee the other day in Eladin.  Right near the alter.  Went on for almost an hour.  Died only once and once we got the upper hand, it was a continued masacere.   Cheesy
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Hopfrog
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« Reply #7 on: April 19, 2007, 01:51:08 AM »

The probably saw you were a Monk and left you alone out of pity.  embarassed
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Riot
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« Reply #8 on: April 19, 2007, 12:13:19 PM »

I'm sick of hearing from my guild and other people that since I enjoy PVP I "rolled the wrong class for PVP."   There shouldn't BE a wrong class for PVP.  The classes should be balanced enough that everyone has a chance and everyone is good at something.  Don't give me that crap about "PVP isn't important, this is a PVE game" because the PVP servers are pretty much the most popular servers and a large playerbase expects PVP.  You can balance PVP without affecting PVE, we've seen it done already so that argument falls short too.

Simply put, we NEED a slow or a way to break stun/root, or a way to instantly recover Jin.  I don't think that's too much to ask for and I think any Monk on a PVP server would agree that we will continue to die without much chance unless we have these things.
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||| Riot ||| Tharridon ||| 46 Dragon Monk ||| Guild: Alarius |||
Gwaehirs Fist
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« Reply #9 on: April 19, 2007, 12:31:38 PM »

What I cant understand is that we have a stun!!!, but GDAMN Sigil wont let us use it as an anytime abilty and we have to FEIGN DEATH 1st.

Which brings me to another 'fix' for PvP:   let our Feign work in some manner vs players.  Perhaps players lose us as a target and have to re- target us, or allow FD to a certain per cent to render us immune for 10-15 seconds?

And lastly, Reed in the Wind was the only means I could reliably fight 1 on 1 on Tharridon.  It needs to be put back to the original and off this 2 minute timer.
« Last Edit: April 19, 2007, 12:39:54 PM by Gwaehirs Fist » Logged
Kyomi
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« Reply #10 on: April 19, 2007, 03:16:48 PM »

I have long lost the believe that you can make a pve game with a pvp aspect. You either need to create a pve game or a pvp game and both from the ground up.

Besides class and level based PvP will always be hard to balance and unfair.
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Level 50 Dragon Monk - Infineum
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« Reply #11 on: April 21, 2007, 12:49:57 AM »

I do believe from the get go Sigil has said that balancing PvP will be extremely low on their priority lists.
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Hitokiri
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« Reply #12 on: April 21, 2007, 07:45:36 AM »

Long post, boredom alert:

It is my experience, after having played several MMOs over the years, that melee classes are by nature inferior to a casting/healing class pvp-wise. The fundameltal idea of a casting class simply doesn't allow for balance between them and melee classes, and let me explain why: Every casting class, no matter the game will be 1) able to deal lots and lots of damage over a distance, and 2) very fragile and unable to do much, if any, damage in close quarters. This poses a problem, because casters will complain that they are totally screwed if someone gets close to them, a somewhat fair claim. Hence, the casters will be given some abilities that will allow them to keep the enemy at a distance or in other ways avoid being chopped down as soon as someone gets close.

Then we have melee classes, the concept of which being that they walk up to an enemy and hit it 'till it dies. This style of combat is completely opposite to, and uncombinable with, the aforementioned casters, and every fight between the two will be decided on how many hits the melee class can take and how many tricks the caster has to keep the enemy at a distance. Plainly speaking, if the caster is able to keep the warrior away for 1 minute and the warrior can take the caster's hits for that time without dying, then the caster is dead. If he can't, then he's toast.

My point is, that either way, the match won't be considered a "close call" because the caster will either die or stand in the end will full HP, and no matter the outcome, the loser will claim that his class is underpowered and request that changes be made to either his class or that of his opponent.

My conclusion is, that melee classes and caster classes simply aren't meant to be in the same game where pvp is concerned.

Kyomi hit the nail on the head when saying that pvp and pve just isn't compatible; Pve needs caster, as well as tanks. This is also a fundemental fact about MMOs, and thus is contradicts my postulate that casters and melee classes in the same game is a bad idea. My 2 cents, and thank you for reading, if indeed you did ;p
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Riot
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« Reply #13 on: April 21, 2007, 09:49:35 AM »

As much as I hate referencing WoW, that had really none of the qualities of PVP you just stated that "all PVP games have."  I was a Warrior and I pretty much never lost.  I occasionally lost to Priests and stuff, but really I had good gear and I was smart, and in that game it was TOTALLY possible for melees to beat casters, in fact, if anything melees were probably better in PVP.  The fact isn't between caster vs. melee, it comes down to the LACK OF ABILITIES that melees have to counter the distance problems.  In WoW, you had charge/intercept to bring yourself to the target and you had a hamstring to slow them down.  Of course casters could get ways around them, which makes it more balanced, but the sheer fact that melees even HAD useful PVP abilities made them viable.  The fact is, Vanguard's melees... hell, not even all melees, pretty much JUST Monks, do NOT have any useful abilities that bridge the distance gap.  Well it's not really so much about distance, because Storm Stride covers that (if you have jin, which pretty much every time I get ganked I do not), but since every other class in the game can slow you and kite you, you'll get one hit in from Storm Stride and then be kited into oblivion.  I just think we need a hamstring ability to slow down the target. 

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Hitokiri
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« Reply #14 on: April 21, 2007, 11:07:28 AM »

Yeah I played a warrior in wow too, and cound beat casters :} What I said was that it pretty much came down to the amount of "catch-up" or "get-away" abilities that the combatants posessed, not that casters always won Wink

I'll try to explain my theory (and keep in mind that it is a theory and personal opinion) more simply: the caster is a class that needs to get away from the enemy; the meleer is a class that needs to get close to the enemy. No matter how you put thisd, the game designers can only satiate one of these needs, for if casters find that they have 2 abilities to get away from someone whereas the melee classes have 3 abilities that take them close, the caster will always lose, and vice versa.

To take WoW as a refference, mages vs. warriors would usually be something like... Charge, hamstring, followed by blink and sheep, unless ofc the warrior could intercept before sheep was completed. Most smart mages would use PoM on their sheep though to prevent that from happening. After that the mage would wait for their cooldowns to end and then start to own you, having more toys that keep the warrior away that the warrior has stuff that gets him close.

And no, I never could beat a mage who knew how to play Wink
« Last Edit: April 21, 2007, 11:11:59 AM by Hitokiri » Logged

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