|
Fujitsu
|
 |
« on: August 16, 2007, 07:33:27 PM » |
|
Updated With GU2----Work in progress
General Monk Bugs * Bug: Weapon Specializations do absolutely nothing. * Bug: Nerve Strike Currently this ability is broken by Psionicist AoE mez as well as many other minor AoE debuffs. With a 30 second cooldown, these make monks less dependable as a crowd control option in groups. This ability should be broken upon damage, to keep it in line with other classes mezmerize capabilities, or atleast make it less sensitive to certain debuffs. * Bug: Aum Kor: weirdness, if i let the buff fade i lose 40 int/wis/vit doesnt happen when i drop it just when it fades... had 0 int wis and vit last night , was back to normal when i loged. * Bug: Aum of the XXXX: The aum that teaches new skills currently makes the finishers vanish from the hotbar. reloging fixes this. * Bug: Default stances have their icon up until we die, even if we change stances.
General Monk Issues / Concerns
* Issue: The monk is supposed to have the highest DPS baseline of all offensive fighters. This is not the case. Some of this may be tied to itemization or lack of it at lower levels. * Issue: Evasion: Parry is nowhere near as powerful as block, 33% parry goes off about 1/10 as much as 15% block. Overall evasion needs to be looked at. * Issue: Secrets of Ice / Flame are being modified by int. * Issue: Ignore Pain is being modified by vitality * Issue: Swaying Step: The tooltip doesnt display the dodge %, however the skill works * Issue: Reed in the wind may be on to long of a refresh timer for 10-13 seconds of buff. * Issue: Claws / Ulak and knuckles should be represented visually on the character's hands. Fist wraps, however, should continue to look like the monk is bare handed. -id rather them fix somethinig more important * Issue: Originally monks were supposed to be the masters of creating weaknesses that their group members could exploit. I think it wouldnt hurt to apply more weaknesses/weakness exploit tags to more mastery style specific attacks * Issue: Aum Liat - After the horse movement buff speed changes, monks should be granted a Five percent increase to mounted speed while chanting to keep in line with other classes movement buffs. * Issue: Jin Surge should not count for auto attacks, because it's very easy to have it "wasted" if you don't time it right - And you can't expect your teammates to time their attacks for it either. * Concern: Our abilities are not scaling well enough for us to maintain our role as the highest base DPS offensive fighter. Perhaps more upgrades more often would eliminate part of the DPS issue as well. The is largely due to attacks that are just dmg + 100, instead of % * melee dmg (or weapon dmg) which makes the 30 point dmg increase in a weapon not do much other then add .. well 30 dmg.
Dragon Monk Bugs * Bug: When you use a 2h weapon and do your AOE, Lightning damage is not added from our offensive stance.
Dragon Monk Issues / Concerns
* Concern: Dragon Stance - 72 hp/4 sec at 50, way to low to be useful for anything * Concern: Stone Dragon - Improves the monks armor scaling in level and adding resistances, while reducing attack speed. The armor gained has very little impact on the reduction in damage taken and is a set ammount, the penalty for attack speed has little or no affect on the damage output of the monk. This stance doesn't seem to have much impact either way. Possibly reduce a flat percentage of incoming damage, or provide a percentage of resist to stuns, roots, snares and change the penalty to a reduction in run speed or percentage of outbound damage. Additionaly, the mitigation of fire/ice isnt working. * Dragon Breath: 10 min, 8 jin, 1k dmg.....Needs a complete overhaul, dmg based on something instead of a flat number, and way less then 10 min timer * Dragon Rage: LOW dmg, chance to miss, 5 min recast, none of which are appealing for the cost.
Drunken Monk Bugs
* Bug: Drunken Fist Stance does not have/give a buff icon. * Bug: Foolhardy Swagger II is a cloned version of I version down to the tooltip.
Drunken Monk Issues / Concerns
* Issue: Drunken Mastery Stance did not get upgraded at level 30, The other two did. * Concern: Drunken Fist Stance - 10% damage increase, while generating 25% more aggro. This stance is clearly for soloing or tanking in groups as you will compete with tanks for aggro if used. Right now this stance collects dust. A possible fix to this stance would be switching the damage modifier with a damage reduction or avoidance modifier, allowing drunken monks to perform the role of off-tank once again. * Concern: Drunken Master Stance - 10% attack speed increase and 5% dodge increase. This stance provides monks with the least amount of penalty for using the stance, but provides no real benefit other then 5% dodge. A fix for this would be adding a set amount of damage to all abilities rather then haste (or making haste affect monk abilites) and increasing the percentage of avoidance gained. * Concern: Drunken Sway Stance - 10% to dodge, but 10% less accurate. This stance has seen perhaps the most extreme effect from the evasion changes. Almost everyone can agree that 10% is not worth a 10% reduction to accuracy simply because the two do not scale equally. A mob will gain more benefit from you missing 10% of the time, then you will see from +10% to dodge (once again 10% increase is usually not completely obtained). A possible fix for this stance would be to increase the evasion provided, possibly add a percentage boost to all damage dealt while in this stance, and significantly reduce the accuracy penalty as well as scaling it down as the monk levels.
Harmonious Monk Bugs
* 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. * Bug: Crane Stance: mouse over description says it adds +20% to parry, but the buff tool tip says 8%, i'm inclined to believe the buff tool tip.
Harmonious Monk Issues / Concerns
* Issue: Eternal Crane end reduction components are not stacking with Aum Ti's end reduction components -- need to check with a second developer, but one said he thinks its not supposed to * Issue: There is a problem with the crit bonus stacking with buffs, gear, and weapon types. It appears to have the 25% added before other crit rating modifiers are factored in. With heavy +% crit and dex gear, along with buffs almost no benefit is noticable from switching to this stance. A suggestion for this stance would be fix the stacking issues, remove or reduce the cooldown on stance stepping, and scale the endurance cost penalty down minorly as the monk levels. * Concern: Tiger Stance the end cost penalty for this stance may be too harsh
PVP General Monk Bugs
* Pushing Hands does not work in PvP
|