Envoy This

by Unknown

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Unknown2010-08-07 04:19:05
QUOTE (Placeus @ Aug 7 2010, 12:14 AM) <{POST_SNAPBACK}>
@sahmiam

Allowing monks to indefintely maintain momentum would be a bad idea. Classes who do not have godly hindering must run if a monk gets to high momentum. If you take that away the situation will get worse, not better.


I retracted the statement implicitly in my previous post.
Placeus2010-08-07 04:24:33
QUOTE (Sahmiam Mes'ard @ Aug 7 2010, 02:49 PM) <{POST_SNAPBACK}>
I retracted the statement implicitly in my previous post.


My apologies. I should read the whole thread before replying.
Unknown2010-08-07 04:41:00
QUOTE (Placeus @ Aug 7 2010, 12:24 AM) <{POST_SNAPBACK}>
My apologies. I should read the whole thread before replying.


No problem. I'll go back and edit that I've changed my mind on solution 2.
Xavius2010-08-07 05:20:19
QUOTE (Sahmiam Mes'ard @ Aug 6 2010, 11:10 PM) <{POST_SNAPBACK}>
First of all, it's not going to be greater than 2.2 seconds and will be more in the ballpark of 2.8s WITH SPEED and 3.3s without speed. I am an outlier in speed, having 2 cosmic knight runes and being aslaran which makes me a full 0.6s faster than the average monk. If you want to address the <2s times, you need to tackle hyperactive.

Secondly, the forms that hit for 5-7 afflictions are more than likely afflicting things that are easily cured, two of which are caused by poisons. You won't see the "overly difficult" afflictions until a higher momentum (which keep coming because of the boosters). As far as I can tell, Ninjakari can apply a max of 8 afflictions. Three of which are going to be numbs (basically useless and cured by applying health, which will also cure the wounds at that part), another two from poisons. That leaves 2 for a jakari with dhatogh (prone + rare wound-based chance of stun) and 1 from the other hand action.

Any forms that are going to hurt you are going to do on average 3-5 afflictions (2 may come from poison) and cause varying momentum loss if the skills are balanced.

I think the best thing to do would be to change the boosters to greatly slow the rate of high-risk afflictions and let the envoys handle the ridiculous OP skills. In fact, solution 1 would actually be better suited to keeping a monk down because they would lose momentum periodically over time. The reason it needs to be faster than a normal skill is because if it's the same speed, monks will (smartly) choose to use other skills that give the same momentum gain and afflictions.

Finally, the monk guilds can't really be compared to one another. Keep specific problems to the guild, and if the specific problems exist across all of them, then you can address problems with the archetype. The majority of the complaints I've heard about monks originate from one skill in a particular monk guild in some way or fashion. Then people hear about it and wrongfully assume that it applies to the entire archetype. Throw in the fact that many monk skills are bugged (positively or negatively or unknown), the problems get exaggerated due to hearsay, and people don't understand the complexity of the class, the result is angry mobs complaining about 1.5s balance times.

Alright, so.

1) 5-8 "easily cured" afflictions in 2.2 seconds, plus health and wounding damage, is not balanced by any stretch of the imagination. The fastest affliction classes can't match that, and they don't have an attrition backup like monks do. This makes monks strictly better than one branch of the competition, which is pretty much the definition of imbalanced. Monk speed must come down for this reason, or all ka costs must go up to prevent those combos from happening, and they must go up to a degree that makes all monks wince and wonder what just happened to them. If you want to whip out attacks at a hex pace, they should have effects in line with a single hex toss.

2) 2+ major afflictions in one combo with comparatively little setup is an issue too. The closest match here is the knight, and you don't see warriors administering these same afflictions with anything near the same regularity. Plus, when a knight does these things, he's probably just trying to knock down stance and parry, because he doesn't have access to the monk damage kill, no matter how wounded an opponent gets. The knight needs to deliver a beating just to be able to deliver a beating, whereas momentum rewards even the most trivial and random actions. Momentum needs the nerf stick, or all high-momentum monk skills should to be brought in line with other classes' minor power attacks.

3) If you don't want to nerf your skills, then you should accept that momentum itself is a broken mechanic. You can beat on an armored beast and maintain your momentum level until trouble shows up. Even if you don't, once a monk hits five momentum, it's no longer practical to fight that monk. You can't be expected to sit and whore web for 30 seconds just because you didn't kill your opponent in 15 seconds. If you can't bear to part with the power in your five momentum combos, then the people you fight need a way to directly and immediately lower your momentum level, just like every other guild has to deal with an opponent's curing getting in the way of offensive progress.
Placeus2010-08-07 06:59:56
QUOTE (Xavius @ Aug 7 2010, 03:50 PM) <{POST_SNAPBACK}>
Alright, so.

1) 5-8 "easily cured" afflictions in 2.2 seconds, plus health and wounding damage, is not balanced by any stretch of the imagination. The fastest affliction classes can't match that, and they don't have an attrition backup like monks do. This makes monks strictly better than one branch of the competition, which is pretty much the definition of imbalanced. Monk speed must come down for this reason, or all ka costs must go up to prevent those combos from happening, and they must go up to a degree that makes all monks wince and wonder what just happened to them. If you want to whip out attacks at a hex pace, they should have effects in line with a single hex toss.

2) 2+ major afflictions in one combo with comparatively little setup is an issue too. The closest match here is the knight, and you don't see warriors administering these same afflictions with anything near the same regularity. Plus, when a knight does these things, he's probably just trying to knock down stance and parry, because he doesn't have access to the monk damage kill, no matter how wounded an opponent gets. The knight needs to deliver a beating just to be able to deliver a beating, whereas momentum rewards even the most trivial and random actions. Momentum needs the nerf stick, or all high-momentum monk skills should to be brought in line with other classes' minor power attacks.

3) If you don't want to nerf your skills, then you should accept that momentum itself is a broken mechanic. You can beat on an armored beast and maintain your momentum level until trouble shows up. Even if you don't, once a monk hits five momentum, it's no longer practical to fight that monk. You can't be expected to sit and whore web for 30 seconds just because you didn't kill your opponent in 15 seconds. If you can't bear to part with the power in your five momentum combos, then the people you fight need a way to directly and immediately lower your momentum level, just like every other guild has to deal with an opponent's curing getting in the way of offensive progress.


1) No argument from me. In most situations monks can do 2 weapon action afflictions + 2 poisons + kick which I think is reasonable. There are a few odd situations, mainly with kicks which enable monks do do more per form. Oothai (up to 3 healh balances on top of wound curing required to cure the numbing from one kick), starkick (chance of aff and prone based on wounds) and stomp are the biggest offenders here. The problem with these is magnified by the fact that they still deliver afflictions out of form, so their increased ka cost over a normal kick is irrelevent.

2 + 3) I don't think anyone can debate that momentum is a troublesome mechanic. It's what monks have inherited however. After so many revisions, each guild has 1 (the lucky ones have 2) setups which are very strong and just about everything else in their kata + spec is not useful against a competant opponent. Unless there is yet another overhaul of monks, we are confined to work within the momentum mechanic.

3) You don't need an armoured beast. Just a vial of anatine and hold + steelgrip will enable you to start any fight at 3mo. I've never seen anyone stoop this low however.
Ixion2010-08-07 07:34:20
Monks make me so distraught I don't even know where to begin... It's really tempting to switch to monk and ride the OP trolley for the years it'll take to fix them.
Geb2010-08-07 08:57:01
QUOTE (Ixion @ Aug 7 2010, 07:34 AM) <{POST_SNAPBACK}>
Monks make me so distraught I don't even know where to begin... It's really tempting to switch to monk and ride the OP trolley for the years it'll take to fix them.


I've been on that ride in two incarnations of the archetype. It was a boring ride both times, because there was absolutely no challenge to it. I could walk into a group of 4 to 5 demigods and expect to kill my target if those fighters did not use some drastic form of hindering like choke+stun+pinleg. 1 on 1, there was absolutely no chance any class would defeat me in the second incarnation unless that person was a monk like me. It was absolutely silly, and each time I would mention that fact. It was more silly than when I was an Axelord with double tap stun, and I felt that was absolutely boring and overpowered to be.
Ixion2010-08-07 09:04:39
QUOTE (geb @ Aug 7 2010, 04:57 AM) <{POST_SNAPBACK}>
I've been on that ride in two incarnations of the archetype. It was a boring ride both times, because there was absolutely no challenge to it. I could walk into a group of 4 to 5 demigods and expect to kill my target if those fighters did not use some drastic form of hindering like choke+stun+pinleg. 1 on 1, there was absolutely no chance any class would defeat me in the second incarnation unless that person was a monk like me. It was absolutely silly, and each time I would mention that fact. It was more silly than when I was an Axelord with double tap stun, and I felt that was absolutely boring and overpowered to be.


Axelord double tap wasn't even that strong all things considered. A decent hinder and good curing made them ineffective. Everything else, we agree on perfectly.
Geb2010-08-07 09:24:45
QUOTE (Ixion @ Aug 7 2010, 09:04 AM) <{POST_SNAPBACK}>
Axelord double tap wasn't even that strong all things considered. A decent hinder and good curing made them ineffective. Everything else, we agree on perfectly.


Decent hindering and curing were easy to get around as an Axelord. Did not take much effort for me to do, and was definitely far easier to be than a Pureblade. With Stun+DoubleTap+KneeCap+HeavyAxe, I really did not even have to work to mislead a person's parrying. Those 4 abilities allowed me to easily bulldoze through a person's defense, and Stun+Amputate allowed me to easily shutdown any hindering a person tried to use against me. Heck, Axelord was so easy I left for a good bit and returned to a duel request from Thoros, and easily defeated him without even remembering my aliases. I actually had the time to look up the ab file during the fight for the Execute syntax, before using it.
Ixion2010-08-07 09:30:55
Depends on the target, I should specify. Even with a decked out axe an acro bard could shieldstun their way (+dodge) to no wounds in no time, for example. That's an instance I was referring to.
Faymar2010-08-07 10:34:01
I absolutely agree with everything Xavius said.
Unknown2010-08-07 10:43:59
Ditto.

And, Hyperactive may be considered separately from monk forms only after it is removed or nerfed itself. It costs power, and it lasts a limited amount of time, but that doesn't make it any less of an IWIN button.
Kante2010-08-07 10:48:23
ITT: Everyone pointing out that monks need major nerfs while the people who deny this are monks who want to ride the ez train.
Unknown2010-08-07 17:37:16
QUOTE (Zarquan @ Aug 7 2010, 06:43 AM) <{POST_SNAPBACK}>
Ditto.

And, Hyperactive may be considered separately from monk forms only after it is removed or nerfed itself. It costs power, and it lasts a limited amount of time, but that doesn't make it any less of an IWIN button.


It annoys me when people bring hyperactive into the mix.Of course it's overpowered. There's absolutely no debate about it, and the only reason people use it is to make their numbers sound more severe without mentioning that they come from hyperactive. If you want to include hyperactive, that's fine, but draw attention to exactly when and where so people are better informed.

Have your envoy nerf the skill. Either reduce its effect or find some way to make it pve only. The monk envoys have more important skills to address rather than one that is/should be rarely used in PK. I won't argue that hyperactive is OP. I will say that I've maybe used in once in combat within the past 6 months: there are far better uses of 10 power, just like there are far more important issues for monk envoys.

QUOTE (Kante @ Aug 7 2010, 06:48 AM) <{POST_SNAPBACK}>
ITT: Everyone pointing out that monks need major nerfs while the people who deny this are monks who want to ride the ez train.


Do monks need major nerfs or do specific guilds need nerfed? If the admin decide to do another overhaul, they best look at the entire skillset for each guild. From an envoy perspective, monks currently are nightmares for reasons Placeus stated and the concerns raised. The last report did many good things, but in a way, screwed the envoys from being able to balance the class by leaving too much unfinished. More than likely, another report will put envoys even further behind unless the report addresses specifics with each guild.

I don't mind nerfing the class. I think if you raise the cost of speed to 125ka and change the mo boosters, you'll see a significant result from small changes (at least from the Ninjakari perspective). Forgive me for not wanting to take a baseball bat to the class because I'll be one of the ones left to pick up the pieces. Smart nerfs will result in more.

If you want to pick up the pace, have your envoys address monks. I have no problem talking to others about what can be done or suggesting nerfs.

If you all want your big nerf, fine. You can wait 6 months before the admins decide to take it up and another 6months to a year to implement it. Rather than mobbing together under this banner, why won't you all come up with small changes that have large results?
Janalon2010-08-07 17:56:38
I also greatly despise the "Delete Monk" sentiments. It literally makes me sick to my stomach. Not every monk is artied out. Not every monk is an acro. Not every monk benefits from racial bonuses to speed. Hell, we aren't even all combatants. To make such wild accusations that all monks get 2.2s balances or we are all riding the EZ train is just plain ignorant. Haven't you read the thread in it's entirety? Sahm and I have both suggested ideas for balancing monks. Forgive us for not wanting to throw the baby out with the bathwater. I truly believe that all monks would love to see certain changes that will bring the monk guilds into better balance with the rest of the game. Like Sahm suggested, I also believe that sometimes small adjustments can bring about the greatest changes. Work with us rather than against us to get meaningful change made.
Everiine2010-08-07 18:00:43
Unfortunately, classes will always be balanced around those few who have found every way possible to boost their own power and skills. It happens to every class, every archetype. The top few break it for everyone else and everything must be adjusted around them, shafting the lower peeps.
Kante2010-08-07 18:01:45
From the perspective of most of the people in the game, monks add absolutely nothing to their respective commune or city other than a feeling of being tacked on.
Furien2010-08-07 18:04:41
Depends on the place you look at, and the guild in question, and if the person giving the opinion has actually gotten off their arse to interact with them or not.

That said, we can cut all the cynicism and such and potentially balance monks in a well, balanced manner, and not balance it at the Demigod level! It just takes some care.
Janalon2010-08-07 18:31:02
QUOTE (Kante @ Aug 7 2010, 01:01 PM) <{POST_SNAPBACK}>
From the perspective of most of the people in the game, monks add absolutely nothing to their respective commune or city other than a feeling of being tacked on.


Another ignorant comment that paints broad brush strokes without providing any supporting evidence. Like anything else, there are varying degrees of "integration" based on the size, activity, and back history of each monk guild. In my very biased opinion, the Nekotai are one of the most well integrated monk guilds (based on my very limited perspective of having also served in the Ninjakari and having an alt in the Shofangi).

We have an extensive back history that is ripe with interesting plot twists and turns. There is a ten page book (about to be through a revision into second edition). Our Wyrden beliefs in the Wyrden Idols of Bat, Spider, Beetle, Wasp, and Scorpion are patterned on themes found throughout Glomdoring. Can you imagine my surprise when the Wyrden Temple was erected to reflect these Wyrden Idols... our core set of beliefs? I have another 10-page book celebrating these connections. The Cult has produced well over 50 designs across almost all trade items to integrate these themes as well. These designs were paid for with Nekotai gold and credits mind you.

I could go on, and on, and on... but I'd hate to lead someone to post TL:DR in response. I've put two years of heavy research and writing into this guild's live towards integration (and adoption of a stance of Grandmother Scorpion) just to let someone with the "tacked on" attitude get under my skin.
Xenthos2010-08-07 18:38:56
To be fair, Janalon, the Nekotai are more the exception than the rule in this case from what I can tell. Most of the other Monk guilds don't really seem to even have an idea what they're about (beyond 'what we have in our skillsets'), which makes it harder for the organization as a whole to integrate. Especially Shofangi. Glomdoring / the Nekotai aren't in the same boat so much.