Feedback - Monks

by Unknown

Back to Ideas.

Unknown2012-02-12 18:47:52
Hi,

Please put revisions to the monk part here. Please note the admin feedback and try not to reinvent the wheel. Also try to avoid novels please.
Xenthos2012-02-12 20:13:31
Estarra:

Monks:
On momentum loss from changing targets:

Roark Libertas says, "How about it drops -1 when it gets that low?"

You say, "So instead of -2, -1 instead?"

Roark Libertas says, "When it gets to 2mo."

Roark Libertas says, "So there is always a penalty."

Roark Libertas says, "Just not so strong at the bottom."

On momentum loss for hitting nothing:

(Iosai the Anomaly) says, "Seems more like a bug to me."

Roark Libertas says, "Yeah that sounds like a bug."

On standardizing grapples:

Estarra the Eternal says, "That seems complicated."

Roark Libertas says, "So make balance modifiers factor in for grapples."

Roark Libertas says, "Not too fond of that one. Is there anyway to adjust base balance generally so that it works for everyone?"

Roark Libertas says, "There really isn't a good way to turn off balance tweaks on a case by case basis."

Roark Libertas says, "Plus generally I don't like completely erasing advantages and disadvantages for race stats."

Roark Libertas says, "Softening them yes, but completely erasing seems to cheapen the races."

Estarra the Eternal says, "Lets say no to that unless there's a better universal idea."

You say, "So if I'm understanding correctly, it's okay to adjust so all races can do it, but not completely removing the disadvantages."

Roark Libertas says, "Yes, I'm fine with that."

On grapples not building momentum:

Roark Libertas says, "Why is this bad?"

(Iosai the Anomaly) says, "Because you can grapple over and over to gain momentum almost unstoppably."

Comprehension flashes across Estarra's face.

Estarra the Eternal says, "Good reason."

Roark Libertas says, "Can't you punch over and over to do the same?"

(Iosai the Anomaly) says, "Yes, but the target can still act back. Grapples are hindering."

You say, "Yes, but grapples hinder you, punches, not so much."

Roark Libertas says, "I see. So no way to defend."

Roark Libertas says, "Makes sense to me."

Estarra the Eternal says, "Ok."

Roark Libertas says, "Shouldn't be hard."

On more parameters for perform:

Roark Libertas says, "Let's table this one, because what we do with the momentum based syntax might impact this one."

Roark Libertas says, "Just combining te syntaxes of those two ideas would be diffiuclt."

Roark Libertas says, "Though I am warm to the other idea."

Estarra the Eternal says, "The other idea being the report 739?"

Roark Libertas says, "The other oen."

On balance loss for kata chains:

Roark Libertas says, "I agree it should behave same as the first in the chain."

On lunge mods:

Roark Libertas says, "Actually this would be easy to code."

On butojo:

Estarra the Eternal says, "I said no caveat."

Estarra the Eternal says, "If we do it."

Roark Libertas says, "I see. I agree."

On akhoosh:

(Iosai the Anomaly) says, "Doesn't it require three specific mantra-types?"

(Iosai the Anomaly) says, "That's quite a big limitation."

Estarra the Eternal says, "I don't mind the raising power oh akhoosh, not sure of hte 2s balance. Its not supposed to be a form of tumble."

Roark Libertas says, "No opinion. Should be easy."

On veil:

Estarra the Eternal says, "Meh, don't see the point, but no objection."

On tattoomaster:

(Iosai the Anomaly) says, "Guild-skills generally exceed trade or general skills in power."

Estarra the Eternal says, "Its supposed to be better than splendor robes, these are monks, splendors are spell casters."

Estarra the Eternal says, "Tattoomaster is a trans skill, same as splendors."

You say, "Tattoomaster is just clearly superior to splendours, and people balance around splendours."

Estarra the Eternal says, "Well they shouldn't."

Estarra the Eternal says, "Diversity is part of combat IMO."

Estarra the Eternal says, "The question shouldn't be is it better than splendors (it is) but is it imbalanced and OP."

You say, "I understand. If the wound reduction from armour stats goes in, it should help with this issue as well anyway."
Unknown2012-02-13 01:11:24
Momentum decay: I'd still prefer not to have any loss on denizen to denizen because it still hurts a monk when its bashing in groups (ie, on Astral), but the -1mo is better. However, I think it should be -2 mo and never take you below 2 mo is the better solution.

Grappling: Misinformation was presented. You CAN defend against grapples via gusting or leaving immediately after the grapple ends. This does require intellegence though, because it means you don't writhe first. You can gust and then writhe, for instance, if the gust fails. Additionally, the tahtetso and ninjakari grapples check against parry, stance, and rebounding. Defendable, definetely, and as they're 2-handed attacks, you can't raze and grapple in the same form without paying 3p for it.

This greatly hurts the Ninjakari offense as well, as there is a large dependence on ninshi and the guild's ka costs and momentum penalties are balanced under the assumption ninshi gives +1 momentum. That said, if the change must go through and is deemed needed, it would be a great opportunity to rewrite the Ninjakari to not be based on grappling. More work now, but the long term benefit would result in an overall better balanced guild that has more than one option. Relying on the envoy process to fix the guild will not work due to the sheer amount of changes that would be needed.

Suggestion: Apply the nerf ONLY to the KATA spec.

Grappling standarization: Suggestion: Leave as is except either remove balance weaknesses on grapples only or reduce the weakness by 1. This will allow races that should be usable as monks to actually be usable without buffing any of the current usable races.
Unknown2012-02-13 20:33:46
Quote: Suggestion: Apply the nerf ONLY to the KATA spec.

I agree with this. Can we get more feedback on this particular idea? And he's right, if Admins did not take stance, parrying, rebounding into account. Then this nerf should not come to pass without taking those factors into consideration. Nerfing grappling skills in just the KATA spec alone would get rid of a lot of early momentum level 1-2 issues regarding grappling spam, but not intrinsically effect skills in monk specs such as ninshi. And those weapon grapples alone have a lot of hurdles to jump over already (rebounding, stance, parrying checks)
Unknown2012-02-13 20:44:43
Actually, I prefer the nerf with a Ninjakari rewrite. The guild gets fixed and grapples aren't a problem. Everyone wins, although the other monk guilds will probably be envious that we get the attention.
Sylphas2012-02-13 20:48:40
You still have to writhe out of a grapple if you gust them out of the room? Seriously?
Lilija2012-02-13 21:28:59
I think you misread it Sylphas. I parsed it as gust, and if gusting them fails, then writhe.
Unknown2012-02-13 22:05:56
lilija:

I think you misread it Sylphas. I parsed it as gust, and if gusting them fails, then writhe.


Correct.

You can gust and if gust fails, writhe.
You cannot writhe and then gust.
Sylphas2012-02-13 22:11:46
Oh, good. I was hoping I just read it wrong. Carry on!
Unknown2012-02-13 22:52:37

Actually, I prefer the nerf with a Ninjakari rewrite. The guild gets fixed and grapples aren't a problem. Everyone wins, although the other monk guilds will probably be envious that we get the attention.


And how long do you think it's gonna take to do a rewrite? Ninjakari is probably going to be on the bottom of their list of priorities for guilds to fix. In fact, it's probably not even on their scope of awareness right now (You got Druids and Night to fix, which all affects multiple guilds. So nope... one guild's problem can be put off in the back-burner for a few months or even a year). You'll have to bring this up to them in person after all of this special report goes through and constantly pester people to remind them that Ninjakari needs to be fixed for a really long time. Which ironically is just like real life politics. >_>
Unknown2012-02-13 23:00:44
Another misconception is that you can't do anything when grappled.

You can, actually, if you don't writhe. Writhing is at least half of the hinder involved in a grapple. Most grapples don't prevent actions other than walking away (s, o, up, etc.). You can still use your abilities, still use your cures. It doesn't take you off bal/eq after all.

I can tell you that the people who understand how to fight monks aren't the ones mobbing for nerfs. Adjustments, maybe, but people like Geb and Ixion have always made me work very hard to win because they handle the grapples smartly and use other strategies to counter a monk. And when I say I won, I also say it was through luck. Ixion and I fought for about 15 minutes a long time ago (prior to nerfs) that had me running for my life at least twice. I won by barely managing to escape and kite long enough to catch up on wounds and then landing a hardlock at the right time. I want to say it was after he had used his power on me, too.
Unknown2012-02-13 23:10:59
Edenwe:


And how long do you think it's gonna take to do a rewrite? Ninjakari is probably going to be on the bottom of their list of priorities for guilds to fix. In fact, it's probably not even on their scope of awareness right now (You got Druids and Night to fix, which all affects multiple guilds. So nope... one guild's problem can be put off in the back-burner for a few months or even a year). You'll have to bring this up to them in person after all of this special report goes through and constantly pester people to remind them that Ninjakari needs to be fixed for a really long time. Which ironically is just like real life politics. >_>


I think a rewrite proposal could be done within a month or two, easily, being properly balanced and having shuffled through the input. And as far as coding it goes, I've volunteered many times to help with that. I could wait a few months if it was actively being worked on. Otherwise, it won't be me pestering people or constantly reminding them that they screwed over a guild. I'll just quit the guild and stop caring, and maybe, just maybe, someone will care enough to take up the mantle. I have my doubts though. My prediction is that the guild would finally lose its struggle and keel over completely, though. Ever since we got this feedback, I've strongly considered telling the novices to go elsewhere and not bother.
Malarious2012-02-14 03:05:09
I was asked why I have not commented on monks.

I am still speaking on alternatives for the grapple issue. If nothing better presents itself, make the change effect kata grapples only sounds best, and I assume there will be a couple envoy reports to adjust some of the spec grapples.
Janalon2012-02-14 12:16:19
@Sahm yes, this change will have a very significant impact on Ninjakari, but I don't know that it warrants completely re-writing the skill set from ground up. If you remember REPORT 508's "solution 4" outright dismantled Nekotai Angknek > Slitlock > FinalSting tactics. See here: http://forums.luster...ndpost&p=847781

However, two things happened. First, innovative monks worked with the other skills in Nekotai to develop an alternate strategy: grapple spam / amihai > burst vessels. Yeah, oddly enough our grapple spam was a direct result of an earlier nerf to bring monk combat more in line with the other guilds (heh). I'm curious to ask what Ninjakari has to offer outside grapple + enders.

Secondly, Nekotai had to creatively envoy around various and constant monk nerfs to keep the guild skills viable. I'd encourage your, the guild envoy, and all of Ninjakari to think outside of the box and come up with alternate solutions that honor the nerf. The intention of this nerf is to eliminate grapple spam and delay momentum gain on grapple + enders (not really impacting end momentum strategy outside of enders that have an associated -mo penalty).

Am I right in thinking that Ninshi is BOTH a grapple AND grapple ender? Would it be possible that Ninshi Yank gives a bonus momentum level (like your Ninchu) as a way to compensate for lack of momentum gain on the grapple? This method would deemphasize grapple spam and encourage grapple + ender.

Outside of that, perhaps we should reexamine the vanilla kata grapples & locks as more central to the problem of using grapple spam to race to high momentum.
Unknown2012-02-14 15:16:48

@Sahm yes, this change will have a very significant impact on Ninjakari, but I don't know that it warrants completely re-writing the skill set from ground up. If you remember REPORT 508's "solution 4" outright dismantled Nekotai Angknek > Slitlock > FinalSting tactics. See here:http://forums.luster...ndpost&p=847781


Am I right in understanding that the nerf only affected one particular strategy? Unfortunately, it's not the case for Ninjakari. Ninshi makes a significant contribution to damage, bleeding, and locking. It also leads into two of our best modifiers, constrict (one of the best skills in the skillset period) and illgathoru (preapply makes it not nearly as good, but it still helps).


Secondly, Nekotai had to creatively envoy around various and constant monk nerfs to keep the guild skills viable. I'd encourage your, the guild envoy, and all of Ninjakari to think outside of the box and come up with alternate solutions that honor the nerf. The intention of this nerf is to eliminate grapple spam and delay momentum gain on grapple + enders (not really impacting end momentum strategy outside of enders that have an associated -mo penalty).


The Ninjakari are dead when it comes to combat: we don't have an envoy that's around, and I'm the only combatant in the guild. Ironically, I haven't pk'd in a year. If the nerf goes through, I certainly won't bother with the envoys. They're unreliable at best, and I do not have the will nor want to deal with that again. Perhaps someone will come along and try things, but I have my doubts.

Malarious and I also experimented quite a bit outside of the box, and we came up with some fun things that worked. However, there's not one thing that isn't dependent on ninshi at some point in time. Also, it's not like we haven't thought about what the guild is without ninshi: contortionists already nullify our ability to ninshi + yank, so we have explored combat styles outside of grappling.

How to beat a contortionist? Hyperactive and then ninshi.

There are four skills to build from at this point in time: ninombhi, ashlamkh, jakari + dhatogh. Umubah is the instant. It sounds very exciting to have four skills to play around with. Really, the only option left is nothing but perma-prone spam, and that will go over well. Ninja won't get the kill (it deals no damage) and the person will never stand up. And on top of that, it'll get nerfed.

We can't build bleeding without ninshi's help. Our lacerations are nice, but the ninshi + constrict/ilgatharo is where the majority of the bleeding comes from.
We can't deal damage because again, ninshi+x is what forces the sips that allow wound building.
We can't insta because of the same as above.

The non-grapple based options are the complementary ones to the grapple offense. It's not the other way around.

Retiring the guild sounds far more appealing than trying to redesign a guild without redesigning it and I doubt I'm the only one to feel that way. This potential nerf has a lot of people worried, and I'm not sure it can survive it's current five or so active players giving up on it.


Am I right in thinking that Ninshi is BOTH a grapple AND grapple ender? Would it be possible that Ninshi Yank gives a bonus momentum level (like your Ninchu) as a way to compensate for lack of momentum gain on the grapple? This method would deemphasize grapple spam and encourage grapple + ender.


I thought about it, and it wouldn't work. Two of our three yank modifiers have momentum penalties, and you'd be delaying our access to them. Constrict requires mo5 to yank, which is a mo4 initiate. Illgatharu is a mo3 yank and thus a mo2 initiate. Both are penalized (and hence balancing the ninshi) and your solution doesn't fix those.

Additionally, I'm a bit...worried that you think Ninjakari only ninshi without the yank. Not yanking is shooting your offense in the foot, and I've never just used ninshi over and over to build momentum. Hold spamming is more effective for building momentum. Ninshi is more effective for building an offense.
Malarious2012-02-15 05:13:22
Grapples
At this time I have not been given much in the way of alternatives. So here are the options I currently have on the table.

- Drop both grapple changes. The admin seemed uninformed about grapples but it is better to lose the standardization as that only changes base speed races for the better but then neuters all guilds and races as a result of the second change.

OR

- Require a kick to gain momentum and adjust some of the higher cost spec grapples to allow them to work later though they still would not gain momentum at low momentum if they want an ender (cannot fit speed + kick and any grapples at mo1 and below).

Momentum loss
- I am ok with the -1 momentum idea. In keeping to a similar idea though make this start at momentum 3. (at momentums 2 and 3 you would fall 1 level).

Bug
- It has been bugged for some time, just waiting on Roark to fix it.

Lunge, Butojo, TattooMaster, Akhoosh, Balance loss from Chains
- Agree with all

Veil
- Estarra is about as thrilled a as we are. The skill feels too neutered. Change to 5 minutes with 2 minute cooldown.
Janalon2012-02-15 12:50:26
@Sahm, I wouldn't be a "bit worried." I was not speculating what Ninjakari could and could not accomplish without Ninshi. Only asking the expert to make sure all angles are covered. Remember, I did articulate my objection to the grapple nerf. Although it's commendable that the special report coordinator made tough decisions to bypass forum "noise," I am a bit worried he didn't address concerns how this suggestions would impact Ninjakari viability during the meeting with administration. Still curious about the admin reaction to this particular issue.

Would it be too late to ask via the special report coordinator or envoys?

Hopefully we can still brainstorm for more viable solutions. For example, add 100ka or 150ka weight to hold (150ka), lock (200ka), and choke (200ka). This approach would gimp grapple spam forms that typically also include at least a 100ka speed and 100ka kick (not to mention 150ka SteelGrip), placing grapple spam viability until about 4mo. Yeah, you can simply play with ka weights to accomplish much of what the grapple nerf seeks to accomplish- eliminate grapples as the go-to kata action in early momentum building forms. This might be a preferable approach to the grapple nerf and "no momentum gain on grapples unless a kick is involved" schools of thought.

We haven't exhausted all ideas for some other aspects of the report. For example, what if we dropped the current idea to standardize grapple balances (which will need to happen anyway). Change the 150ka SteelGrip mod FROM bypass stance/parry INTO a 0.5s speed boost applicable ONLY on forms that include a grapple. Yeah, there is a tradeoff. But the idea is there should be a tradeoff. This way monks will need to invest the kata to ensure a grapple ender AND races with balance bonuses and native weapon bonuses aren't deprived. Please note: this idea is purely brainstorming. I have not considered implications for such a change.

Finally, I have a personal distaste (bias warning) for how the whole veil idea was suggested and proposed. First, the new idea entered 11th hour during the "commenting" segment of building the special report. As far as I am aware, the idea was voiced by a vocal minority during this late, late, late round of idea gathering. Conduct your own forum search for Veil. You won't see people complaining about the skill elsewhere. The idea enters the report based on misguided information of Veil lasting 5 minutes due to misinformation on a website. Mistake noted and corrected. Admin have a one-line "meh" response. There is hardly any response generated on the appropriate forum threads either before or after. SO... we want to nerf the Stealth trans ability for being too... stealthy? The skillset has a variety of interesting utility mechanics, and nothing incredibly useful outside of Masquerade and Veil.

Just seems like to me this is a case of "nerf monks" for "nerf monks" sake. Yes, introduced to offset the number of what people speculated were buffs but the admin later acknowledged as bugs. Is this aspect of the monk special report really warranted BASED on admin guidelines for BOTH the special report and envoy guidelines?


Sojiro:

A major imbalance, by my definition, fulfills most, if not all of these requirements:
1. It has existed for a reasonably long amount of time.
2. It is generally acknowledged, if not agreed, by players from most/all player orgs to be an issue.
3. It has the potential to discourage people from further playing/supporting Lusternia.
4. It has the potential to prevent new players from joining/staying in Lusternia.
Unknown2012-02-15 14:31:12
I agree with the stealth veil comments. Everything about this report reads as nothing more than a PR stunt, especially the last minute changes thrown in.
Unknown2012-02-15 14:45:58
By that rationale, we should back off the harmony nerfs too. Most discussions I heard regarding mantra wind had a powerful element of "How much can I trainwreck balance this skill so I don't have to deal with it?"
Enyalida2012-02-15 17:17:14
Though, to be fair, the Veil thing has been discussed at length by several parties (myself included), and an extension of the time paired with a ~40-50% cooldown was the solution that was arrived at (in conjunction with Janalon, iirc) to give the Stealth user enough time to use the ability without the possibility of indefinite veiling, so I suggested it. When Shuyin asked for more things to throw into reports, it was the first thing that came to the top of my head.

I find the capability to become essentially untrackable for what is essentially infinite time to be totally unnecessary, and I think that increasing the duration (Doubling it would be fine even) and introducing a cooldown does not neuter the skill for b&e, but stops it from allowing a single infiltrator to remain uncatchable by any number of people even after they've already been detected.

On Wind, I do think that increasing the 'back-end' eq cost, the amount of time you remain in the second room, is a vital step. Wind appears to be meant to be used as an escape method preferable to tumble, and because of the high restriction on it (three mantras that kinda suck otherwise), the skill had a huge amount of power. However, with the introduction of highchant, you no longer have to spend time to shift into these mantras, or give up any of the other powers of Harmony (like the 1p mini-prismatic) to use it when you need to escape.

The quite potent balancing factor has been erased, and the skill needs downgrading. Slightly upping the cost and making it so that you don't get to escape from the second room within 2 seconds would still make the skill quite useful! Unlike tumble and any other skills, wind gives no warning before the person vanishes, making it harder to track them and making them immediatly leave the room instead of remaining vunerable for some time.

I'm just not seeing the 'trainwreck' thing going on here (with these two skills, at least), thought was definitly put into these skills, which are on the whole far easier to understand then other monk mechanics.