Proposed Monk Changes

Not according to my friend who played through it all. Not that it matters one way or another, live has little bearing towards the discussion, beyond the fact that weight limits were (are?) a thing from live.
 
Edit: posts made since I started replying means it doesn't make sense now. Rewriting.

Wiz liked the system from Live and personally created a similar one. Quit talking out of your ass.
 
How is it talking out of my ass to say that system that is here, which is a ton like live, and I thought was silly there, and then. Nothing here is technically the same at all, that is the way emulator code is. Hence the crap-ass raid bugs (leader swaps to revive raid chat), lfg bug, and /role bug things in the code. Or how you can zone to athica and lose your group, or randomly join a raid from 3 days ago.
But hey, please feel free to inform me how you were sitting in wiz's basement next to him as he re-wrote the code. I love to hear a good story about the old days. :)
 
Anything that makes any given class more versatile in a game with such low server game-time population and restrictions with regard to 3-group raid limits, and other stratifiying restrictions, helps the players of any given class offer a benefit to a group and thereby make it easier to form and/or find a group.

One of the biggest complaints I hear is people of certain classes not being able to find groups because their class is just not needed in favor of a more versatile class, or a group/raid only needs one of their class.

Nothing kills a gamers motivation more than not being able to play your preferred class because, 1) it isn't really needed, 2) it provides no real benefit over some other class, 3) it isn't a good soloing class.

Monks are a type of versatile class that should be able to switch from attack/DPS mode to defense/Tank mode. Wearing better armor balances with the loss of avoicance from the weith thing (better tanking). More stances/etc. allow for better DPSing.

Having a couple settings/stances that trade high DPS for low defense, or High Defense for Low DPS would be an interesting twist and make Monks extremely versatile. And would really simply the ballancing dilemma with monks.
 
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My current plan involves removing the 10% anytime avoidance bonus outright and adding dps/avoidance stances triggered by combos. The combos currently do not have 100% uptime, but are pretty dang good at what they do (trade avoidance for accuracy and vice-versa). There are also other combos that have some utility, but that's not really the issue.

Anyway, I understand the resistance to losing the 10% always-up avoidance bonus, but monks do still get 15% from stance for the crucial first 8 seconds of a fight before they get a combo off and once the combo is rolling, they will take much reduced damage while it is up if that is what they want. The DPS stance, currently, has a shorter uptime but is a lot of hits in that window.

This is all as I have it written now and is subject to change, etc. I get that monks are a great 'early-game' class as they can do really well with low gear but fall off in the 'late-game'. Other classes (rangers?) go the other direction and the solution is not to make them always great all of the time. Still, I think this is a change that involves a huge increase in late-game power and all-game versatility while losing 8 seconds of 10% avoidance. If I'm wrong, let me know thanks!
 
Also posting to say if I could remove coin-weight I probably would (even though people doing 20k falls on stairs while they buy charms is an important part of server lore). However, the client disallows such changes.
 
One of the combos takes a song slot.. the rest are instant or transparent (as written right now).
 
Also posting to say if I could remove coin-weight I probably would (even though people doing 20k falls on stairs while they buy charms is an important part of server lore). However, the client disallows such changes.

If you feel this way why were weight reduction bags nerfed? I'm a ranger and there for I really don't care since it's very rare I go over 305 weight, however I don't understand the logic. If most developers think this whole weight thing is a dated mechanic then shouldn't the server be moving in the direction of making 10 slot giant 0.0 100% WR bags easier to get over nerfing ones that require a bit of work?
 
Coin weight, not item weight as a whole. It is an out-dated mechanic, now, in the MMO world of 2012 I'll grant you, but it's part of this game now and forever just like many of the other things people love-hated about the original game.

Anyway this is not a thread about item weight.
 
Coin weight, not item weight as a whole. It is an out-dated mechanic, now, in the MMO world of 2012 I'll grant you, but it's part of this game now and forever just like many of the other things people love-hated about the original game.

Anyway this is not a thread about item weight.

Maybe in 3.0 it can be removed?
 
Next patch day is Monday (45 hours from this post). I would really like to know if monks are, as a whole, against losing their 10% extra natural avoidance in exchange for more damage via combo trigger (8 seconds to trigger first then 12 seconds per trigger thereafter with 6(?) seconds uptime and decreased avoidance during this time), superior but non-constant tankability via combo-triggered avoidance boost (8 seconds to trigger first then 12 seconds per trigger thereafter with 8(?) seconds uptime and decreased accuracy during this time), and some utility (a short group overhaste, a "nuke" kick, a mez kick, etc). And I need to know if monks, as a whole, are enough against this trade to make me stop committing it to code.

Okay, thanks!
 
Can you give us any numbers as to how large of a DPS boost, avoidance boost, group overhaste percentage, etc as they stand now?

how are they specifically 12 seconds to re-up? (i thought haste affected the cooldown of the button)

Yeah with emp and stance2 my special attacks refresh every ~4.6 seconds, so I'm pretty sure it's not a flat 4 seconds per attack for everyone.
 
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how are they specifically 12 seconds to re-up? (i thought haste affected the cooldown of the button)

also I was kind of hoping at least one would have a 100% up-time if I kept doing that combo. What's the reasoning behind making the dps/tank ones shorter duration than the re-use?
 
Maybe I could find a nice middle ground and avoid all this nonsense and just change the numbers in Monk Stances. All these numbers are just as written right now clearly I do not have exact numbers hence the 0.6 second discrepancy.
 
On second thought I am liking this idea more... who ever uses Fluid Dodge? That cannot possibly work as advertised.
 
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