Monk vs monk

by Unknown

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Unknown2009-08-12 21:54:43
Well, I figured you were lying Vathael, hence why I responded with sarcasm.

Since when have I become a whiney monk though? I haven't complained, in fact I've welcomed the balancing.
Moiraine2009-08-12 22:18:46
QUOTE (Esano @ Aug 12 2009, 09:55 PM) <{POST_SNAPBACK}>
You'll still have access to the kata raze skill. You won't have access to the current raze mods. You will instead get a lunge-style modifier that costs 3p.



That's okay then. Nasty people, trying to scare we poor monks. ohmy.gif
Lorick2009-08-13 02:06:43
All this talk of adding a power cost to the raze modifier fails to address the prevailing issues that have been oh so apparent with the current system of monk combat.

1. Monk combat is heavily weighted on the end. 1-3 momentum is subpar, 4-5 is above average. Momentum itself does not address this massive variation that makes them hard to balance.

2. Monk combat isn't fun in it's current edition, least for me. Variable Ki is a pain to deal with, for both parties, attacking and recieving. We went from a newbie friendly kata system in the massively complex combat area of Lusternia to an exercise I leave to a program. It's just more scripting, and it isn't even balanced by any sense or feel of the word. 1000 ka is allows for more offense than any class, argueably, while the starter amount of 250 means you grapple until you have a higher total. Grappling is not fun, it isn't interesting, and it sure as hell is boring.

3. Tahtetso instant kill is too easy to pull of. Two forms, that is all you need. That is around 3-4 seconds of balance for me. I can't recall an instant kill in the game that is so easily pulled off. While I love the fact we've been given all sorts of useful and interesting afflictions, I hate the fact they are all weighted into the 4-5 momentum area and reasonibly so to try and limit the instant kill.

What I would like to see---

1. Flat Ka - I want to see a flat ka rate for both moves, modifiers, and a flat ka total that from a novice you have a maximum amount in. Gaining skills should be about learning new and interesting ways to use that ka, not about the total itself. For example, from novice a Tahtetso has lets say 500 Ka, moves could be balanced to reflect this total since their is no variation.

2. Momentum Changes - I would like to see momentum be built up by using forms, like before, and then used to fuel afflictions. I would like for some variation in momentum cost for some afflictions (Rakti'sho deserves at least 2) but I'd also like momentum to be easier to gain and maintain, gaining momentum even if you failed to hit your foe on dodge or parry and the like. Since the afflictions moves could cost more momentum than 1, their power could be more balanced out than it currently is by ensuring they can't be followed up on in quick succession.

3. Instant Kill- It is way way way too easy to pull off right now. There needs to be some way to artificially increase the time inbetween affliction and burst. Before, the Tahtetso had a harder time of ensuring a paralysis, but with sever spine added this is no longer the case. I'd like for their to be some mechanical structure to at the very least make sure that affliction and burst are seperated by an additional form that can not be used with momentum. So, Affliction - Non Momentum Affliction Form - Heartburst. This could be done by raising the affliction cost's momentum or requiring the heartburst to use all 5 momentum levels from the changes above.

Conclusion- The current line of thought behind these proposed changes is in the wrong vein. The reason monks are overpowering isn't raze, nor is it their afflictions, but rather the system behind them that allows them to affliction with said afflictions in mass quickly and with some certainty. This is defended by stating that their starting forms are so weak, and thus is balanced against long term combat. I cry censor.gif. An extreme weakness and superior strength does not balance make. I would rather see monks balanced from start to finish in a kata on what they can do, how they can do it, and how much of a threat they are.


Added - Sorry, I seem to have gotten off of this threads topic, and my arguement could be better served elsewhere. Please ignore the above.
Razenth2009-08-13 02:34:21
Why are some of you still stuck on power cost for raze? Vathael said it was a JOKE. The changes on Charune's site list NO SUCH THING.
Moiraine2009-08-13 02:41:04
He said raze modifier. That would be the lunge-like thingie. tongue.gif
Lorick2009-08-13 05:53:43
...I think everyone understands it's the raze modifier (Tahtai for Tahtetso) Razenth. It would help to read before replying.

Raze is still free but would require an action, similiar to warriors. We are also being changed to act like warriors with a lunge-like (Modifier with Power Cost) move.

I think we need to be less like warriors, and more like our own class. New Afflictions from last update were warriors. New change is just like warrior. My question is what is the point of the unique aspects of the class when they are changed to meet that standard?
Esano2009-08-13 06:49:17
QUOTE (Razenth @ Aug 13 2009, 12:34 PM) <{POST_SNAPBACK}>
Why are some of you still stuck on power cost for raze? Vathael said it was a JOKE. The changes on Charune's site list NO SUCH THING.

The site we're referring to is http://charune.no-ip.org:8080/

Under General:
- "Lunging" added. Not yet documented. It's the mod "lunge". Costs 3p for use. Does not yet boost wounds but will.

It's the third point. They're referring to a raze modifier, not a raze action.
Damadreas2009-08-13 21:30:15
lol, this thread officially fails smile.gif