Proposed Monk Changes

I don't really have an issue when switching targets. The whole z-axis thing is still a problem but I don't think there's much that can be done about it. And to reiterate, the only combos I've been using is the stomp or lifetap combo. I just don't see the value of the other ones but I will also admit I kind of gave up on trying them...
 
I have been having stretches of fights where I am unable to do any combos. I couldn't figure out why at first and just accepted it.

It seems like the issue is if I start a combo near the end of the fight and do not complete it, I am unable to do any combos the next fight or even next couple fights. I doubt I am missing every kick for multiple fights.
 
Are you sure you didn't have some sort of attack speed (slow) effect on at the time? I thought combos were broken one day until I realized that I had a debuff that was affecting the cool down of kicks, which in turn made combos impossible to finish.
 
I've actually noticed the same thing, and chalked it up to the positioning problems I mentioned before, as I usually just repositioned until I landed stuff. Rarely ever have debuffs land at all, so not that.
 
Not sure if it's supposed to have been addressed yet or not but Massive Kick (the dps combo attack) still generates enough hate for me to pull aggro off a warrior with +9% aggro that's been meleeing the target with a twohander for 10+ seconds. This is just the Kick itself, no other attacks at all, so it seems to still be doing like 1000 aggro or something dumb.
 
I think aggro is alot better now that the combos were swapped.

Im relatively happy with the changes even though my tanking took a significant hit. Id like to see some kind of pbae combo for ae groups.
 
is the kick proc still unresistable? because if so then that is it.

So maybe a jolt or something could be added to the spell then. As it is I still do less dps than other classes while generating substantially more aggro, which causes a lot of issues in exp groups.
 
So maybe a jolt or something could be added to the spell then. As it is I still do less dps than other classes while generating substantially more aggro, which causes a lot of issues in exp groups.

it could just be changed to not be unresistable and have a huge resist adjust instead and it wouldnt cause all the agro i think.
 
So maybe a jolt or something could be added to the spell then. As it is I still do less dps than other classes while generating substantially more aggro, which causes a lot of issues in exp groups.

I hate to continue being negative, but I feel like the changes have made me do more work (at the expense of attention to other things) to get a little more dps , quite a bit more agro, and a decent amount less ability to handle the hits when I'm suddenly taking them. (I honestly would've loved the extra agro I'm generating when I could still tank well, heh)

It would definitely help if I didn't have to worry that the combo would never initiate because of a miss or because of something buggy with a target switch or with the z-axis or proximity, or the fact that it takes some time to land 3 special attacks, which means in zones with weak mobs I usually just make a judgement call and go back to the default flying kick since I probably won't get that third one in before the mob dies. Hell, quite often I end up turning off attack at the end so the mob won't die so I can get off that last lifetap kick. (It would also help if the effects had a decent duration) All in all, I do think some of it's kinda cool, but I'm mostly just missing my old avoidance.
 
i suggest a option for Monks/Any class with such drastic changes the option to pick which format they want :

a) to remain with the old system, with 10% bonus to avoidance

b) the new system with the combo system updated

in other games there are levels at which a class can change to a different sub class, via a quest or something, or perhaps when you create the monk, you can give the option then, or have it in game via pp or something, anything could work really.

This way, all monks would be happy, new and old, and if the devs really want to get people to use the new system, all they have to do is make it more attractive than the old.

Also, options are always fun, this way, we could have real variety not just via gear, but what sub classes are being used, more options = more fun?

God Bless you!

May Jesus Christ be Charitable unto you :D
 
i suggest a option for Monks/Any class with such drastic changes the option to pick which format they want :

a) to remain with the old system, with 10% bonus to avoidance

b) the new system with the combo system updated

in other games there are levels at which a class can change to a different sub class, via a quest or something, or perhaps when you create the monk, you can give the option then, or have it in game via pp or something, anything could work really.

This way, all monks would be happy, new and old, and if the devs really want to get people to use the new system, all they have to do is make it more attractive than the old.

Also, options are always fun, this way, we could have real variety not just via gear, but what sub classes are being used, more options = more fun?

God Bless you!

May Jesus Christ be Charitable unto you :D

I thought this was supposed to be the case originally
 
how about make /s 15 (or whatever) enable combo's?

If you could take a less used style and have it do it I wouldn't be opposed. I do sort of like the combos though, they make the game more fun because you have something to do other than sit there with attack on during fights and click a couple buttons every once in a while.
 
i suggest a option for Monks/Any class with such drastic changes the option to pick which format they want :

I would argue about how drastic the changes were unless you are talking about removing the avoidance bonus, weight limits and implementing the combo systems as a single entity.

Monks need to get passed this 10% avoidance bonus thing unless you are talking about pulling but afaik that was addressed.

Monks shouldn't tank (not that I don't tank, or attempt to tank), but we try to because we can. OP Clerics can tank too... Monks should dps. You don't need avoidance if you are dps'ing (we do have FD after all). Otherwise we should give innate avoidance to rangers, rogues, etc.

they make the game more fun because you have something to do other than sit there with attack on during fights and click a couple buttons every once in a while.

This x1000.

<3 Just one monk's simple opinion.

Edit: One could make an argument for fixing some combos but considering they are new, I am still waiting on the "final" combos setup before saying anything there as I don't parse and such.
 
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So Bregion is clearly going with the combo system, thats cool, if my idea was adopted, then he could be a format b monk,

but truth be told, not everyone agree's with Bregion or the changes, so having option a) format open to people who like the way monks use to be shouldnt bother Bregion? he can play how he wants, and let others enjoy the game how they want to enjoy it?

having multiple formats would make everyone happy, versus forcing everyone into a single path, have multiple paths,

the road less traveled :D

why would you want to deny someone their own path, you go your way, another goes his own?

unless you take pleasure in denying someone their right of way?

and the fact that monks had 10% avoidance aready ( built in ) means they were meant to tank, just not like a warrior, more like a off tank, the weight penalty was meant to make it harder, not stop them. if monks were never meant to tank, they would never have had a 10% bonus to avoidance to begin with.
 
Having finally played my Monk I think this whole Combo system is silly. If the problem was that monks all just used Flying Kick and lacked situational stuff to do to keep involved then tweak the innates on the different specials! That system already exists (even has AAs associated) and pretty much sucks as is but can easily been fixed (FK = more damage, RK= group haste, DP= tap, etc...). Now Monks have an iffy combo system build atop sucky special attacks while enjoying a bloated, mostly useless, stance system.
 
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