Ezie3205
Dalayan Elder
I hate leaving on a low or negative note and there is enough poo pooing going on.
Here is what I saw happening.
Flat DPS increase. There shouldn't be 5 tiers of DPS. It needs to be cleaner than that for our sake and the admins sake. Top tier is your pure dps classes all operating within 5% of each other to include their gimmick. I expect I would see Wizards, Necros, Mages, Rogues.
Then your not top tier DPS, aka I serve some other function coming in a fair second to Top but still within 5% of eachother. I would think Rangers, Monks, Beasts, Bards, Shaman and maybe Druid. (If we are keeping the only tanks tank, then rangers should probably go up a peg)
And the rest here on Gilligan's Ilse!
This is a pretty limited system we are working with but I don't think we have to get rid of all that much. Monks needed a tweek, not an overhaul. Save that for the Beasts. Most people would seem to agree that some of the monk stances were highly situational and others were down right bad. We don't need to toss the baby with the bath water here though.
Monks Aux from wherever. Tone it back to its normal value for balance but they are a force to be reckoned with and it shows on the battle field by distracting even the most vicious or focused of foes.
I get that monk special attacks are looking to be a focus, so lets work with that. Innate 20% miss chance? Nope. Make it so by the time you finish off the AA you have a 95% hit chance. You now have a reliable place to put consistent DPS and interesting effects. On that note, interesting effects would be cool if they are innate and reliable so we should tailor them to our needs.
Round kick sounds cool as an AoE attack, I would like to see that like the warrior whirl wind. It hits 4 targets for the moderate damage round kick does.
Tiger Claw, I looked it up, is a swift and powerful attack to the neck or other "soft" targets such as the groin. Sound like a great place for an innate 50% .5/ or 1sec stun.
Eagle Strike is similar to Tiger Claw but is typically targeted at muscle groups. Give monks a debuff that lasts 2 seconds for -150 atk? Or make this the taunt one but I like the idea of a stance instead.
Dragon Punch/Tail Rake is a heal, thinking base heal of 175-200 at 65 (3 of them would have come close to the heal value from 3 moves of the combo system).
Flying Kick, money money money.
Then we can toss in the disc system you are thinking. Since we didn't actually come up with a better DPS stance for monks how about /s 2 generates Ki or Discipline or whatever and some other stances spend it making the innates of your special attacks more effective. Remember your first time using the flame or frost disc? Of course you do, it was the only time you used it. All of a stamina bar for 4 procs of a sad little DD, lets put some hair on that chest. Frost/Flame fist spends endurance at the going rate it does now per punch but also grants a 10% increased accuracy (from the combo system) and it keeps its proc but also makes all the special attacks more effective. Round Kick hits substantially harder (should also do this in whirlwind stance), Tiger claw is a 100% chance (anything you didn't want stunned can't be anyway), Eagle Strike also drops accuracy by 1 or 2% and lasts 4 seconds, DP/TR heals for double, Flying Kick hits with the fury of 1000 suns.
Ethereal stance, 5 min cool down and doesn't take discipline. I think when we have a more flexable system I think it would be cool if monks got AA to lower it to like 3mins.
My idea of giving monks a quick tanking niche is something pretty similar to the frost/first fists but instead of the proc and accuracy monks auto dodge ripostes, take 30% less physical damage and gains the ability to dodge magic at half his current dodge skill all the while generating hate with every strike all but guaranteeing he takes aggro for the 8-10 seconds it lasts.
Last note, bare fist damage. I do not know what to scale it with but I think that it should be the hands down choice for monk DPS and the trade off is a small amount of survivability. I don't want to say it seems like the overwhelming opinion that bare fists is where it should be at, but I haven't heard a 1h weapon idea I thought was all that amazing. I have always been given the idea of a monk as unarmed or a staff (2hb) and I think 2hb would be cool for situational events, such as AoE parties.
The mishmash of ideas I have seen here makes me think that h2h damage should continue to scale at the rate it did from gaining +h2h baked into something else, AA maybe? By the time you max your AAs or get 400 or something you should hit where monks used to when they had +25h2h, and with better glove itemization through the tiers you can better control monk damage to keep it on par with the 2nd tier dps and you free up h2h to be flavor, or another desirable stat but not the end all be all.
That's my idea anyway, didn't just want to come here and shit up the place.
Here is what I saw happening.
Flat DPS increase. There shouldn't be 5 tiers of DPS. It needs to be cleaner than that for our sake and the admins sake. Top tier is your pure dps classes all operating within 5% of each other to include their gimmick. I expect I would see Wizards, Necros, Mages, Rogues.
Then your not top tier DPS, aka I serve some other function coming in a fair second to Top but still within 5% of eachother. I would think Rangers, Monks, Beasts, Bards, Shaman and maybe Druid. (If we are keeping the only tanks tank, then rangers should probably go up a peg)
And the rest here on Gilligan's Ilse!
This is a pretty limited system we are working with but I don't think we have to get rid of all that much. Monks needed a tweek, not an overhaul. Save that for the Beasts. Most people would seem to agree that some of the monk stances were highly situational and others were down right bad. We don't need to toss the baby with the bath water here though.
Monks Aux from wherever. Tone it back to its normal value for balance but they are a force to be reckoned with and it shows on the battle field by distracting even the most vicious or focused of foes.
I get that monk special attacks are looking to be a focus, so lets work with that. Innate 20% miss chance? Nope. Make it so by the time you finish off the AA you have a 95% hit chance. You now have a reliable place to put consistent DPS and interesting effects. On that note, interesting effects would be cool if they are innate and reliable so we should tailor them to our needs.
Round kick sounds cool as an AoE attack, I would like to see that like the warrior whirl wind. It hits 4 targets for the moderate damage round kick does.
Tiger Claw, I looked it up, is a swift and powerful attack to the neck or other "soft" targets such as the groin. Sound like a great place for an innate 50% .5/ or 1sec stun.
Eagle Strike is similar to Tiger Claw but is typically targeted at muscle groups. Give monks a debuff that lasts 2 seconds for -150 atk? Or make this the taunt one but I like the idea of a stance instead.
Dragon Punch/Tail Rake is a heal, thinking base heal of 175-200 at 65 (3 of them would have come close to the heal value from 3 moves of the combo system).
Flying Kick, money money money.
Then we can toss in the disc system you are thinking. Since we didn't actually come up with a better DPS stance for monks how about /s 2 generates Ki or Discipline or whatever and some other stances spend it making the innates of your special attacks more effective. Remember your first time using the flame or frost disc? Of course you do, it was the only time you used it. All of a stamina bar for 4 procs of a sad little DD, lets put some hair on that chest. Frost/Flame fist spends endurance at the going rate it does now per punch but also grants a 10% increased accuracy (from the combo system) and it keeps its proc but also makes all the special attacks more effective. Round Kick hits substantially harder (should also do this in whirlwind stance), Tiger claw is a 100% chance (anything you didn't want stunned can't be anyway), Eagle Strike also drops accuracy by 1 or 2% and lasts 4 seconds, DP/TR heals for double, Flying Kick hits with the fury of 1000 suns.
Ethereal stance, 5 min cool down and doesn't take discipline. I think when we have a more flexable system I think it would be cool if monks got AA to lower it to like 3mins.
My idea of giving monks a quick tanking niche is something pretty similar to the frost/first fists but instead of the proc and accuracy monks auto dodge ripostes, take 30% less physical damage and gains the ability to dodge magic at half his current dodge skill all the while generating hate with every strike all but guaranteeing he takes aggro for the 8-10 seconds it lasts.
Last note, bare fist damage. I do not know what to scale it with but I think that it should be the hands down choice for monk DPS and the trade off is a small amount of survivability. I don't want to say it seems like the overwhelming opinion that bare fists is where it should be at, but I haven't heard a 1h weapon idea I thought was all that amazing. I have always been given the idea of a monk as unarmed or a staff (2hb) and I think 2hb would be cool for situational events, such as AoE parties.
The mishmash of ideas I have seen here makes me think that h2h damage should continue to scale at the rate it did from gaining +h2h baked into something else, AA maybe? By the time you max your AAs or get 400 or something you should hit where monks used to when they had +25h2h, and with better glove itemization through the tiers you can better control monk damage to keep it on par with the 2nd tier dps and you free up h2h to be flavor, or another desirable stat but not the end all be all.
That's my idea anyway, didn't just want to come here and shit up the place.