The hit box for special attacks seems quite a bit smaller than normal melee. I was also wondering if it is possible to adjust this in light of the combo system. In certain areas, it seems this problem is very persistent and practically makes monk combos impossible to pull off.
I am also wondering if it is intentional that, once started, the RKx3 (Your gyrations render you difficult to hit!) combo is not possible to maintain throughout the duration of an encounter. It seems odd to me that what amounts to a defensive stance is not possible to maintain through the combo system. By the time I am working on the second or third round kick to keep applying the combo, the previous effect is wearing off.
As for more feedback about the combo system itself- I have grown to tolerate it but I still feel its value is dubious at best for the trade off in diverted attention from the rest of combat and a noticeable lack of survive-ability versus melee hits. With the limited (obvious) usefulness of the combos right now, I grow weary of doing the same two combos- it doesn't take any more "skill" to decide which combo to use. It adds nothing but more button pressing that is more reminiscent of games I chose not to play for this type of play-style.
Lastly, I am still waiting on word concerning the 20% passive avoidance bonus. What happened to this? If the 10% avoidance bonus that has been claimed to be negligible is indeed so, why do I find myself dying to melee hits while pulling where I would have been fine before these changes?
(Oh yeah... I still think it would be a good idea to implement some in-game documentation of the combo system. I prefer not having to reference out of game material just to learn and understand mechanics in game that directly relate to my ability to play my class. Just saying, not everyone wants to pull up the Wiki. What if you are a new player and don't even know the Wiki exists or are a purist who doesn't want to look up information online?)
I am also wondering if it is intentional that, once started, the RKx3 (Your gyrations render you difficult to hit!) combo is not possible to maintain throughout the duration of an encounter. It seems odd to me that what amounts to a defensive stance is not possible to maintain through the combo system. By the time I am working on the second or third round kick to keep applying the combo, the previous effect is wearing off.
As for more feedback about the combo system itself- I have grown to tolerate it but I still feel its value is dubious at best for the trade off in diverted attention from the rest of combat and a noticeable lack of survive-ability versus melee hits. With the limited (obvious) usefulness of the combos right now, I grow weary of doing the same two combos- it doesn't take any more "skill" to decide which combo to use. It adds nothing but more button pressing that is more reminiscent of games I chose not to play for this type of play-style.
Lastly, I am still waiting on word concerning the 20% passive avoidance bonus. What happened to this? If the 10% avoidance bonus that has been claimed to be negligible is indeed so, why do I find myself dying to melee hits while pulling where I would have been fine before these changes?
(Oh yeah... I still think it would be a good idea to implement some in-game documentation of the combo system. I prefer not having to reference out of game material just to learn and understand mechanics in game that directly relate to my ability to play my class. Just saying, not everyone wants to pull up the Wiki. What if you are a new player and don't even know the Wiki exists or are a purist who doesn't want to look up information online?)
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