DISCLAIMER: I do not think monks are bad or terrible or that there are not a lot of situations in which they shine. This post is mostly focused on the end-game raid game and the role that monks play in that for a *significant* amount of the content. This is about monk dmg output relative to other classes at the higher end. (I am basing this on raid parses of myself and other monks more talented than myself in high end content)
Monk weapons don't keep scale compared to other class weapons. "traditionally" monk or monk/bst weapons had signifigantly better ratios for their tier than multi-class weapons. Compare Wardfist or Fist of Chaos to other tier6 weapons, then look at for instance the Hand of Twisted Magics to other T12 weapons. The ratio advantage that monks enjoy in the lower teirs falls away when if anything is should be increasing to make up for other scaling issues such as Flying kick.
Flying kick really doesn't scale. It is great when you get it but does basically the same thing for 12 teirs and then you get some tomes that make it a little bit better, but it still is no where near the power increase or scaling of some other class skills/spells. Flying kick is kind of our go-to push button damage ability and it accounts for an extremely small percentage of our dps relative to auto-attack even with tomes and that ratio falls as you advance the teirs.
The long and short of it is that *most* of monk damage output is from auto attack. A lot of high end weapons have procs on them that do significant dps on their own but I am hoping there is a solution for the class that isn't a band-aid fix with items. I think that balancing the classes innately is about a million times easier than balancing every weapon that drops for them. (how many times has horok been changed now?)
I know that monks are not a purely dps class and they bring a lot of other things to the table, but unfortunately that is the role they play on *most* raid content. Even their role as a puller has been greatly diminished with zones like Turruj which has maybe 1 pull that you HAVE to have a monk split and sanctum which has none. In that role as DPS they are outpaced by Rogues, Rangers, Bards, Mages, Necros, Enchanters and Wizards and wizards easily. In some situations they are even outpaced by some of the tank classes.
I don't *think* anything so far is too controversial but the forums often surprise me. If you accept most of the above to be true then hopefully we can look at a fix that will help. I have heard lots of easy ideas in talking with other monks and I am going to throw some out and see if any stick.
-Raising the worn crit strike cap for monks.
-Giving flying kick an innate bonus to "kick" procs on boots
-Increasing triple attack significantly
-Giving monks a better single target damage stance, even if it lowered defense considerably.
Or it could be some other creative and new utility feature so that monks could bring something to the table besides auto attack. I am interested to hear debate and ideas so that maybe we can present something to the staff that is not completely terrible.
Monk weapons don't keep scale compared to other class weapons. "traditionally" monk or monk/bst weapons had signifigantly better ratios for their tier than multi-class weapons. Compare Wardfist or Fist of Chaos to other tier6 weapons, then look at for instance the Hand of Twisted Magics to other T12 weapons. The ratio advantage that monks enjoy in the lower teirs falls away when if anything is should be increasing to make up for other scaling issues such as Flying kick.
Flying kick really doesn't scale. It is great when you get it but does basically the same thing for 12 teirs and then you get some tomes that make it a little bit better, but it still is no where near the power increase or scaling of some other class skills/spells. Flying kick is kind of our go-to push button damage ability and it accounts for an extremely small percentage of our dps relative to auto-attack even with tomes and that ratio falls as you advance the teirs.
The long and short of it is that *most* of monk damage output is from auto attack. A lot of high end weapons have procs on them that do significant dps on their own but I am hoping there is a solution for the class that isn't a band-aid fix with items. I think that balancing the classes innately is about a million times easier than balancing every weapon that drops for them. (how many times has horok been changed now?)
I know that monks are not a purely dps class and they bring a lot of other things to the table, but unfortunately that is the role they play on *most* raid content. Even their role as a puller has been greatly diminished with zones like Turruj which has maybe 1 pull that you HAVE to have a monk split and sanctum which has none. In that role as DPS they are outpaced by Rogues, Rangers, Bards, Mages, Necros, Enchanters and Wizards and wizards easily. In some situations they are even outpaced by some of the tank classes.
I don't *think* anything so far is too controversial but the forums often surprise me. If you accept most of the above to be true then hopefully we can look at a fix that will help. I have heard lots of easy ideas in talking with other monks and I am going to throw some out and see if any stick.
-Raising the worn crit strike cap for monks.
-Giving flying kick an innate bonus to "kick" procs on boots
-Increasing triple attack significantly
-Giving monks a better single target damage stance, even if it lowered defense considerably.
Or it could be some other creative and new utility feature so that monks could bring something to the table besides auto attack. I am interested to hear debate and ideas so that maybe we can present something to the staff that is not completely terrible.