New Monk Rebalance?

by Unknown

Back to Common Grounds.

Unknown2009-08-26 00:19:37
Glad to see it wasn't a nerf especially for the Nekotai.

readnews announce 1373
ANNOUNCE NEWS #1373
Date: 8/26/2009 at 0:01
From: Charune, Lord of the Hunt
To : Everyone
Subj: Monk and Momentum Changes
The major changes to monks and momentum have now been completed!
=== Kata ===
o Momentum will drop 2 when targets are switched.
o Pinchnerve's momentum cost has been removed.
o Pinchnerve has been raised to 150 ka.
o All specs now have their razing mod (skive, etc) changed into a
modifier that can be used to lunge, both razing and boosting damage and
wounds in exchange for a power cost.
o KATA TEACH has been added (see AB KATA FORMS) to make transferring
forms a breeze.
o A cap on kata forms has been made, set at 75. This means you cannot
have more than 75 forms.
o Multiple momentum loss abilities used in one form will add collective
loss (so -2 for two abilities of -1) instead of a previous -1 for the
both.
o Steelgrip has been raised from 75 to 150 ka.
o The bonus for auto kata has been reduced.
o Damage for choke has been reduced.
=== Shofangi ===
o Buck's ka cost has been raised to 400ka.
o Buck will drop 2 momentum instead of 1 if it mangles.
o Headbutt's success rate has been slightly increased.
o Butojo has been raised to 400 ka.
=== Tahtetso ===
o Swiftstrike has been removed.
o Rakti'sho and Raktiah'sho have been changed to actions.
o Bomolah'sho will not shatter ankles out of form.
o Rakti'ini's equilibrium loss has been halved.
o Raktiah'sho to chest now gives collapsed lungs instead of asthma.
o Raktiah'sho will not give the regular afflictions if out of form.
o Raktiah'sho will lose 2 momentum instead of 1 if it causes severed
spine.
o Gahtirak'sho's prone requirement has been changed to a sprawled
requirement.
=== Ninjakari ===
o Akogh will break limbs instead of numbing them. When targetting chest,
will break chest.
o Ninini's DMP has been raised from 15 to 20.
o Illgathoru to chest now causes severed phrenic.
o Twisted limbs' damage has been reduced.
o Illgathoru's cost is now 300ka.
o Ninombhi, ninthugi, ashlamkh have been changed from modifiers to
actions.
o Ashlamkh will not give the regular afflictions if out of form.
=== Nekotai ===
o Damage for oothai has been lowered.
o Oothai's cost changed to 350ka.
o Amihai has been lowered to 400ka.
o Amihai will mask poisons it delivers.
o Sprongma will now drop 2 momentum instead of 1 if it delivers severed
spine.
o Angkhai now costs 550ka instead of 500.
o Oriama gives momentum loss when it mangles.
o Oriama will give messages corresponding to it mangling or breaking
things.
o Absorbing venom for Spit will only work when on spit balance.
As always, please report any irregularities or issues with the BUG
command.

Penned by My hand on the 23rd of Roarkian, in the year 243 CE.
Xiel2009-08-26 01:11:48
Noticing quite a few typos in the AB's. Quick question though - was Illgathoru supposed to stay a modifier or changed to an action?
Arak2009-08-26 01:27:03
I think the question everyone's asking is: which of my triggers need changing?
Shaddus2009-08-26 01:47:24
QUOTE (Xiel @ Aug 25 2009, 08:11 PM) <{POST_SNAPBACK}>
Noticing quite a few typos in the AB's. Quick question though - was Illgathoru supposed to stay a modifier or changed to an action?

It's a modifier. thank god.

The akogh change is actually kind of a plus.
Janalon2009-08-26 02:37:34
With these changes finally in, can forging kata weapons be looked at to bring it under forging changes for warriors. I am still having a bear of a time finding any forgers to make nekai (forget even finding willing Glom-side forgers).
Unknown2009-08-26 02:56:51
Finally...
Shaddus2009-08-26 03:02:45
QUOTE (Thoros LaSaet @ Aug 25 2009, 09:56 PM) <{POST_SNAPBACK}>
Finally...

U STFU
Unknown2009-08-26 03:10:49
Goodbye kata form bashing.
Celina2009-08-26 03:14:17
The fundamental flaw of momentum afflictions was outright ignored, but hooray I guess.
Unknown2009-08-26 03:22:57
QUOTE (Celina @ Aug 25 2009, 11:14 PM) <{POST_SNAPBACK}>
The fundamental flaw of momentum afflictions was outright ignored, but hooray I guess.


Do explain.
Desitrus2009-08-26 03:24:51
Unhealable condition based on the attacker, not the attackee giving critical tier warrior regen afflictions guaranteed.
Everiine2009-08-26 04:31:26
QUOTE (Desitrus @ Aug 25 2009, 11:24 PM) <{POST_SNAPBACK}>
Unhealable condition based on the attacker, not the attackee giving critical tier warrior regen afflictions guaranteed.

wacko.gif I have no idea what this means.
Shiri2009-08-26 04:35:44
His claim is that you can't avoid the other guy getting momentum as easily as you can avoid wounds. Also that warriors suffer from RNG hate more than monks do when trying to achieve similar things.
Nementh2009-08-26 04:46:01
Warrior fix, lower wound rate if they are wearing Plate, and then give a slight wound boost for each lower level armor.

All armor types get used, and you have to chose between uber warrior of wounding death, or you can not kill me before you run out of cures... then I will win warrior.
Unknown2009-08-26 05:03:39
I'm sorry if the people who can get to critical wounds in two hits can't build up enough wounding on the people who have to run away after one hit. You guys must really have it awful.
Estarra2009-08-26 05:22:43
We'd be happy to hear constructive criticism, if you have any! These changes were the result of a very detailed special envoy report with close discussions with the admin.

BTW, these monk changes basically took all summer to implement, as there were some deep under-the-hood changes that had to be done and the monk code is not easy to work around in. Kudos to Charune for spearheading this massive project!
Unknown2009-08-26 05:29:49
Constructive, okay well make it so that Nekreve or what ever doesn't work instantly but it sets like a defence. The first time you would attack and it would be shielded it is razed. raze the power cost to 4 or 5. This would let you actually use forms...
Damadreas2009-08-26 05:34:19
Huh? Don't listen to Krin.

I do have a real issue with the Nekreve becoming a lunge-like power move to remove shields. The issue stemming from hunting. So you mean now when bashing I have to waste power to raze the mobs shield? That's completely jacked. Is monk bashing easy? Sure, was it too easy? Definitely. Using power to bash = Not cool, some sort of way to at least be able to raze without using power should be available.
Esano2009-08-26 05:41:02
As far as I know, the normal raze attack in kata was not removed.
Xiel2009-08-26 05:41:10
The power cost doesn't apply to denizen bashing it seems. Or whichever Esano said. Point is, I took Kinson bashing and he was razing just fine without using power.