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Vanguard Monks  |  Monk Discussion  |  Monk General  |  What monks could use (besides ballancing) is new abilities. « previous next »
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Author Topic: What monks could use (besides ballancing) is new abilities.  (Read 1475 times)
Mcslappy
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« Reply #15 on: September 26, 2007, 06:57:30 PM »

And yes im in line with matsu, monks are the single most class you would expect to have the most combat chains.  A kata is a combat chain, but if you dont want a disciple/ranger rip off how about a passive ability that increases the damage of the next attack after a 4+ succesful non repeated attacks as long as each attack is made in under 2.5 sec.

Another option is to increase our weakness exploit abilities and add weakness exploitation and creation to our finishers.

Maybe you don't want to use thousand first on someone cause they are dazed and the kick finisher will end up doing more damage.  Would require the player to pay more attention, but would reward it with significantly increased damage.
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Mcslappy
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« Reply #16 on: September 26, 2007, 06:59:15 PM »

Oh and make Storm Stride a 0 jin cost ability again.

I'm in full agreement on this one.  It doesn't provide really that much if any benefit in PvE but would help the monk out a lot in pvp.
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Khana Kopnisien
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« Reply #17 on: September 27, 2007, 07:53:32 AM »

In 3rd edition D&D, a game from which Sony fantasy MMOs still draw heavily, the monk:
- Has the lowest attack bonus of the melees (15/10/5 versus 20/15/10/5 for fighters, paladins, rangers, rogues, etc)
- Has the ability to flurry and get extra attacks at only a -3 penalty instead of -5, so their attacks look more like 15/12/9/6/3.
- Has the highest base damage (d20 at 20)
- Has the highest resists (3x 12 versus other classes' 12/12/6)
- Has poison and aging immunity
- Can deflect and catch arrows
- Has Safe Fall
- Has the best unarmored AC (level/5 bonus, WIS added to AC and DEX as well)
- As many Hit Points as a cleric or druid.

So basically, the abilities are balanced versus the need to stay unarmed and unarmored and the low 'accuracy' as it would be in Vanguard.

In Vanguard:
- Same attack bonus as other melees
- Same resistances as other melees
- Highest base damage, supposedly, of melees
- Mediocre evasion
- Same hit points
- Less utility

So, yes, I think more resistances could work. I bet the PvP crowd wouldn't be too happy about it, though.
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Khana Kopnisien  /\  50 Dragon Monk  /\  Lowland Elites  /\  Halgar
Fujitsu
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« Reply #18 on: September 28, 2007, 05:59:48 AM »

While d&d is nice, its always easier to balance stuff on paper then in application. 

I wont disagree with your vanguard statements as they are pretty much all true.  However looking at the list of d&d stuff, i cant say i would want most of that.

Flurry = rangers echo

Resists= something this game really hasnt worked at yet, its still in the pre planes of power eq1 phase were you either get good gear or you get resist. (blue diamond jewlery!) While potentially useful, i dont think the developers are ready to balance resists yet sadly.

Poison/ageing immunity = doesnt really fit vanguard, not unless they add immunities to each class, which would then just bring up whining about some people being immune to worthless spells vs others being immune to better spells.

Catch arrows= not horrible, but it doesnt add squat to our class, even if we pull an archer, its not gonna make the archer come to us, well just sit there and catch his arrows for 2 hours.


As far as unarmored ac, i really dont see why it would matter.  Im not gonna go naked for 5% more mitigation, not if im going to lose 300str/dex and 30% crit rate.


The problem is, this isnt a D&D game, its not eq1, and its not eq2 or wow.  Ideas from other games are a great influence sure, but the mechanics of this game as so vastly different then any other game. 
1) Auto attack - After you press an attack ability, your timer starts for your weapons, when the timer reaches the delay of your weapon then you swing, but every time you press a new button the timer resets.  So haste is worthless for 90% of weapons.  Infact, auto attack dps is less then 5% of most peoples dps.  This is the single biggest reason why this game differes from others.  It forces people to get large dmg weapons (preferably dual wield) and to ignore the dps/delay
2) Theres no real penalty in any class.  Eq1 you had monks with a weight limit, which was cool because it forced you to play a certain way.  Here theres no penalty of any class so no class can really justify asking for something more that other classes dont get.  IE monks dont deserve something like arrow catch or immunity to poison unless all classes got something similar, which by that point removes the uniqueness and utility that it would have brought.
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Matsu
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« Reply #19 on: September 28, 2007, 10:48:19 AM »


Poison/ageing immunity = doesnt really fit vanguard, not unless they add immunities to each class, which would then just bring up whining about some people being immune to worthless spells vs others being immune to better spells.

Catch arrows= not horrible, but it doesnt add squat to our class, even if we pull an archer, its not gonna make the archer come to us, well just sit there and catch his arrows for 2 hours.

...

As far as unarmored ac, i really dont see why it would matter.  Im not gonna go naked for 5% more mitigation, not if im going to lose 300str/dex and 30% crit rate.

...

2) Theres no real penalty in any class.  Eq1 you had monks with a weight limit, which was cool because it forced you to play a certain way.  Here theres no penalty of any class so no class can really justify asking for something more that other classes dont get.  IE monks dont deserve something like arrow catch or immunity to poison unless all classes got something similar, which by that point removes the uniqueness and utility that it would have brought.

Just wanted to comment on these points.
There are already immunities in Vanguard. Paladins are immune to fear, Rogues are resistant to movement impairing effects (maybe immune, can't remember), Paladins are resistant to negative energy effects. I'm certain there are other classes that have something similar. So I don't believe it's going to far to think monks should have a strength like this as well.

Catch arrow would still be useful for pulling. Once you go too far from the enemy, they'll start to chase you, the catch arrow would help reduce damage on the way. (or turn a corner)

I don't think Khana was saying to make monk unarmored, she was just suggesting perhaps what "monks have" from other games. It would be interesting if the less armor we wore (or if we wore white. Ah, love the robe) we would get an evasion bonus. EQ2 has something similar were if you wore heavier armor you took a penalty to your evasion.

and to #2, I'm not entirely certain what you're trying to say. There are lots of classes that have unique abilities. Rogues have their poisons/fletchettes/scrolls, rangers have buffs, we don't really have any "enhancer" ability for the group. We COULD go for abilities from other classes to help "balance monks" but one way of making sure we have a "niche" would be to ask for unique things (perhaps, if it makes sense they could add some of them to the other classes that need help). It's not a matter of deserve, but more a matter of "will it make the monk class what it should be, a complimenting set of weaknesses and strengths that are on an equal playing field with the other classes in this game". So far the answer to this question seems to be a "no", I think the goal of most folks here is to make changes turning that into a "yes", even if it is only situational (at least a variety of situations, just one dungeon doesn't quite cut it =p)
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Khana Kopnisien
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« Reply #20 on: September 29, 2007, 06:04:17 AM »

I don't think Khana was saying to make monk unarmored, she was just suggesting perhaps what "monks have" from other games.
Well, I was pointing out to McSlappy that what he was asking for is counter-balanced with something else in D&D, and expanding on that thought.

Quote from: Fujitsu
]Poison/ageing immunity = doesnt really fit vanguard, not unless they add immunities to each class, which would then just bring up whining about some people being immune to worthless spells vs others being immune to better spells.

Catch arrows= not horrible, but it doesnt add squat to our class, even if we pull an archer, its not gonna make the archer come to us, well just sit there and catch his arrows for 2 hours.

As far as unarmored ac, i really dont see why it would matter.  Im not gonna go naked for 5% more mitigation, not if im going to lose 300str/dex and 30% crit rate.
First off, as has been pointed out in other threads, we probably have the same DPS as rogues at high levels, and lower than rangers and bards (if you add up what their buffs add to group DPS), yet they all have more utility. They wouldn't need to add immunities to every class to give us one immunity, point one, and point two the immunity wouldn't have to be permanent.

Catching arrows does, as Matsu pointed out, prolong our survival on a pull. Even 2-dot mobs will kill you in 4 ranged shots, where the melees would take longer to beat you down. That's a pretty hefty difference, and catching those arrows would thus be a good addition to our class. It could also give us a small amount of class-generated income, like rangers and rogues have with Forage and Pickpocket, respectively.

And the unarmored AC: in D&D, light armour is still permitted. When the Monk wears Medium armour, the AC bonus is lost. But still: there's little Light armour with the stats we need, so I agree, that wouldn't be a good addition.

Quote from: Fujitsu
The problem is, this isnt a D&D game, its not eq1, and its not eq2 or wow.  Ideas from other games are a great influence sure, but the mechanics of this game as so vastly different then any other game.
Yeah, exactly my point of contention, which is why I listed the balancing factors in D&D versus those in VG.
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Khana Kopnisien  /\  50 Dragon Monk  /\  Lowland Elites  /\  Halgar
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