-Adjust the elemental dmg on monk gloves to have more dmg, maybe even add multiple elemental dmg on the higher tier gloves to make up for removing the +1 dmg for every 5 h2h skill in an effort to keep h2h dps slightly higher than "armed" dps. (Adjusting EVERY item for str/dex to accommodate for 1 class' change, seems really inefficient and I'm sure it would take months if not years to "get it right" and makes it a ton more work for devs.).
The problem with this and the 1 guys idea for Glove AC = Barefist dmg is simple. I had to reread the original post to remember this, but Slaar doesn't want a Single item to be the difference between a T13 and a T5 Mnks DPS. So T5 mnk gets carried on Cauldron of the Dawn event gets Ule's conception and suddenly he does T10-11 DPS with his barefist vs the T4-6 DPS he does with the weps of his current tier.
My thoughts on this idea of slaars, I understand that, its kinda like jumping tiers, but you would kill yourself and annoy 3/4 if not all of the server trying to fix this. Rangers, one good raid of being carried on Saitha and suddenly the ranger with T2 gear hits harder than a T9 rogue.
two good T10 weps on Rogues and they suddenly DPSing as good as the T10Rangers. (figureative speech PLZ don't jump ship and start talking about RNG DPS VS ROG DPS.) Weapons are meant to carry the dmg, but a T6 mnk going barefist on a T7 mob enters "Danger Zone" of several reasons.
- Mnk aggro is ALWAYS high, he has no jolt cept FD which is epic, but unless hes in the habit of spamming this, he takes aggro and cause hes barefist in aggressive, auto-piloting his DPS (Don't LIE all of us DPS do it at times) BAM hes dead in 2 seconds.
- Barefist while auxxing is painful/mana consumptive. He takes Ripos, what if hes getting Ramped? Ow. what if the mob is WWing, OW, what if the mob PTs, HEALER!!!
I can go on and on about it but theres the main killers. Jumping tiers in DPS isn't a great thing, but its in ALL classes. Wizard gets DI7 and hes doign serious DPS. or if he has his Archaic before he can even do the areas FOR archaics, his dmg just went up. Healers, HI8 vs HI4 yeah, no explaining needed. Warrior with a Elael Scythe vs Valor, Blade of Enthann. Druid Relic HoTs vs Non-Relic. Mage pet Vs Relic Pet. Necro pet Vs Relic Pet.
To say," a item that just completely revolutionizes that classes ability to DPS/heal/tank is bad!" is like saying Warrior's Elael Scythe, Custodian sword, any item with high HI/DI/Affliction or elemental focuses and weapons with great Dmg Procs need revamped. If you want to give Mnks a REASON to use weapons over barefist, split it up. maybe aggro procs for duo. Rune procs, Vex procs (animation fist is epic for that) maybe lifetap procs, Over-haste procs, spellfocus procs (Xenelaqui) and so on. Let Barefist be pure dmg and procs from weapons be useful/interesting trade-offs. Like maybe I want a Over-haste proc in my main hand, and DPS from my off-hand. Or maybe, I want A rune in mainhand and a lifetap proc in my off hand.
In the end what I am trying to say is, maybe Leave h2h the way it was, maybe revamp it some off of something else,
but Killing 100 items for the other DPS classes because a person can get carried into "high tier content" and get a "ground breaking" item is not the solution. Let barefist be DPS and 1handers be interestign Procs and 2hb's be whatever. 2hb's can be AE DPS or something. Big sticks do hurt, anyways. Maybe change Procs on weapons in a way thats not gonna KILL all the other classes.
Sidenote, Why not just invent a no-stam stance that kills parry and
MAYBE ripo, but gives enhanced dodge and enhanced barefist dmg and leave ALL barefist dmg up to elemental dmg and procs on gloves. Therefore the Mnk trades off tankiness for DPS. Then maybe u can make other stances for different wep types. Like 2hb, lose triple attack (keep double maybe? or just go to single I dont do figures i just do ideas) and do dmg to up to 2-3-4 targets, and with 1hander weapons just increase block/parry. THESE IDEAS are seen in Rangers and Knights. Rng: Bow = DPS 1handers = Tanky and 2hander= tanky/DPS? im not sure on that 1.
Knights: 1hander/shield = Tanky 2hander = (sometimes aggro depending on proc) DPS.
Clearly this idea is accepted BECAUSE it mediates what can be done. You can't use a 2hander to tank Duke Thanes (unless u got Jyre/SERIOUSLY over-tiered) Because the loss from not having a shield/huge stat/Hp/AC loss from only 1 weapon with stats is too killer.
Again, Ideas, and pure logic. Current system if u can make it work IDC, but the item nerfs was a stupid idea if u only did it for Mnk barefist when every other class runs into the same problem. (almost all anyways.)
Slaar-"
Of those ideas, I like extra discipline with bare fists the most... especially since powered flying kicks hit really hard! The more of them you can do, the better. I think the MAIN mistake with scaling H2H the way i did it is that 13/18 -> 18/18 is huge mountain-sized steps of damage where it is probably safer to increase overall ratio instead of base damage somehow (sliding delay along with damage for a smoother curve). Basing it off +H2H skill was a bad idea anyway but it is difficult to find another way to scale it since levels stop at 65. Basing it off one item slot (like glove hp) is at best just as bad and at worst even worse.
The problem, always, with tier-locked class-defining single-slot stuff, even the augs you mention, is that it only takes 1 instance of tagging along on something way over your tier to completely obviate 90% of the content in the game. It's one thing to sneak into a pofrost raid at fresh 65 and get some nice pants and another thing to tag along for a high-tier 'aug-unlock' raid (in this case) and never have to worry about another dps upgrade for the rest of the life of your character because you scooped up a single item. That's what I would like to avoid."
I'm not saying I don't understand the annoying aspect of this, but I feel if you Branched out and created MORE items that have this effect, It suddenly stops being item locked, but instead becomes a more situational and personal preference decision on what to do and when. Kinda like do I want to create a Bane weapon where I do 1k DPS on this 1 mob but the drawback is no stats what so ever (or possibly Negative stats to make it even more of a drawback) so that in these situations I want this item, where as in this fight I am taking dmg and would prefer a drop in DPS so I can survive longer. (by now I am sure you get my point I just keep trying to make a emphasis on I am not in anyway (if I am I am srry) dis-repecting you or anything, but instead pointing out that the better way, imho from playing the game, and such, is to create more items that are the key to the door of greatness so that no item is the "only" key to greatness.