Slaar believes for some reason
He wants monks to strafe back and forth every 5 seconds because why not, it's awesome game design
Slaar believes for some reason
He wants monks to strafe back and forth every 5 seconds because why not, it's awesome game design
oh noes a monk has to do a new form of sneaky casting.
monks are swift agile mobile fighters and i dont think having to circle strafe is that bad, although it is annoying it adds a higher skill cap(lol) to the class. Weight limit is awful and the dodge bonus that went with it was very minimal and worse than what the aux bonus gives.Whats that? you want Autofire gone and a button to load the bow and then another button to shoot as well? Sounds like a stupid suggestion to me.
To make a class Dance around a mob while every other class stands still and pushes a button is stupid. High End strats require constant movement, that is understandable, that is end-game. To make me dance around every mob to apply a benefit that isn't great and do mediocre DPS? no. Especially when in the end you try to pretend I'm tankier than all the other DPS.
Either make this a worthwhile reform or just revert back plz. Take the aux bonus away and just give me the weight limit back, thats a better Class defining trait, not to mention the dodge is worthwhile.
If these changes are gonna be centered around making Mnk life stupid then all you are doing is making the game stupid. A wizard sits around nuking, a Rogue backstabs, a ranger auto-fires and nukes, and Tanks/clrs don't even really have to move at all. Why make the 1 class that has NOTHING going for it dance 24/7 on a mob. that's stupid, and you can't justify it.
Sneaky casting is part of the game because its how the client/old eq works, and its an alright mechanic because you are only expected to use it maybe 5% of the time at most, and doing so can yield benefits for skilled play. A mechanic like that is fun a small part of the time, but would be terribly tedious and unfun if it was needed 100% of the time to be efficient. Ironically, this could prompt an interactive system for monks, where, say, upon striking a mob from the front the monk applies his aux bonus to the mob, and each tic there is a 10% chance for it to fade, forcing the monk to strafe back in front of the mob to quickly re apply it. That would be far more dynamic and give monks the power to actually maintain aux on multiple mobs. That IMO would be far better than forcing monks to strafe back and forth every single tic.oh noes a monk has to do a new form of sneaky casting.
I don't personally think the weight limit was great, but the dodge bonus seemed substantial to me. I don't know the numbers, and I'm sure in part (or maybe mostly) it was other factors, but I remember years ago monks being really legit tanks. They weren't quite on tier with real tanks (mostly just because of lower hp totals), but they could and were used to tank a lot more stuff than I see happening these days.Weight limit is awful and the dodge bonus that went with it was very minimal and worse than what the aux bonus gives.
Sneaky casting is part of the game because its how the client/old eq works, and its an alright mechanic because you are only expected to use it maybe 5% of the time at most, and doing so can yield benefits for skilled play. A mechanic like that is fun a small part of the time, but would be terribly tedious and unfun if it was needed 100% of the time to be efficient. Ironically, this could prompt an interactive system for monks, where, say, upon striking a mob from the front the monk applies his aux bonus to the mob, and each tic there is a 10% chance for it to fade, forcing the monk to strafe back in front of the mob to quickly re apply it. That would be far more dynamic and give monks the power to actually maintain aux on multiple mobs. That IMO would be far better than forcing monks to strafe back and forth every
Also let me talk about the dodge bonus weight penalty thing again. It was a 10% increase in the following manner and these are literally the real numbers. If you had FULL weight penalty, you would dodge 20 out of 100 dodgeable attacks. If you had NO weight penalty, you would dodge 22 out of 100. You can call that a 10% increase (22 = 20 * 1.10), but I suggest that is a dishonest oversell. That is how the code worked.
Do you understand?
because that is way to simple and not complicated enoughIve never understood why there has to be some huge class rework rather than a fine tuning of an existing system
like they are a bunch of namby pamby cry babies who do not know anything.
THINGS