Unknown2010-08-20 22:01:31
Which is another thing I have pointed out before: monks are unique in that their offense relies more on their own status than their target's. It's both a blessing and a curse, but it sure makes it hard to balance the skills.
Malarious2010-08-20 22:01:46
QUOTE (Sojiro @ Aug 20 2010, 05:57 PM) <{POST_SNAPBACK}>
Why not just delete boost. Can you name me one situation where you actually -need- boost to get your kill instead of just getting it faster.
Warriors don't have a similar move except lunge, etc., but we all know you can cure wounds, but you can't cure momentum.
Warriors don't have a similar move except lunge, etc., but we all know you can cure wounds, but you can't cure momentum.
Actually if things go as planned Tahtetso will need to recover faster and have to boost to get their insta (which is mo6 to begin with). But the idea of removing it entirely is possible if we can think of something to put in place of it so we dont get a skill gap.
The hardlock will be like -2 mo, and be almost required to get their insta.. so they need to recover mo FAST, then chestpain, then insta.. so it will take a bit of time to try to get the insta and require you stay prone the whole of the thing.
EDIT: Think Shofangi will need faster mo regain too we are talking to them about toning down and tryin to get crunch to be more.. valid.
Unknown2010-08-20 22:05:10
Yes, I'd rather you guys actually have to address individual skills separately after nerfing what makes monks broken, ala speed/mo gain.
Xavius2010-08-20 22:09:09
What makes you think you're entitled to keep all of the skills that contributed to this lovely cluster we call monks? Kata specs have more than double the abilities of the average guild skill, most of which are solid, reliable skills with good use. You can do plenty (indeed, more than most people) at low momentum, and at high momentum, you do things that can't be matched in any guild with any amount of power output. You get damage boosts from something as trivial as a prone opponent. You can stun and afflict simultaneously, on command. You don't have one or two problems. Your entire primary skill is based on ridiculous assumptions about the power of your afflictions.
You want suggestions for balance? Here:
- It takes a lot more than a couple unhindered, no-power attacks for warriors to access their good wounds reliably. If a monk gives a regen cure, it needs to cost at least 500 ka or be a grapple ender. No exceptions.
- You have three attacks, one of which bypasses rebounding and parry, each of which can and often will afflict, on a roundtime faster than 1-2 warrior attacks, which have no affliction control. Max weapon speed + speed mod needs to be brought down to at least the balance time on a 280 speed warrior weapon, if not further.
- If warriors want their good afflictions faster, they have to use power. The only momentum boost that should be available to monks is Boost. Alternatively, if monks want to keep momentum-boosting skills, we should address the other momentum vs. wounds disparity: you can't cure momentum. You can keep your momentum boosters if your momentum drops by one every time a proning affliction is given to a monk.
You want suggestions for balance? Here:
- It takes a lot more than a couple unhindered, no-power attacks for warriors to access their good wounds reliably. If a monk gives a regen cure, it needs to cost at least 500 ka or be a grapple ender. No exceptions.
- You have three attacks, one of which bypasses rebounding and parry, each of which can and often will afflict, on a roundtime faster than 1-2 warrior attacks, which have no affliction control. Max weapon speed + speed mod needs to be brought down to at least the balance time on a 280 speed warrior weapon, if not further.
- If warriors want their good afflictions faster, they have to use power. The only momentum boost that should be available to monks is Boost. Alternatively, if monks want to keep momentum-boosting skills, we should address the other momentum vs. wounds disparity: you can't cure momentum. You can keep your momentum boosters if your momentum drops by one every time a proning affliction is given to a monk.
Malarious2010-08-20 22:09:35
QUOTE (Sojiro @ Aug 20 2010, 06:05 PM) <{POST_SNAPBACK}>
Yes, I'd rather you guys actually have to address individual skills separately after nerfing what makes monks broken, ala speed/mo gain.
Overall speed is what we are nerfing right now.. and what you are saying is bad... making things do an extra -1* is useless if you can jump 2 immediately afterward.
And no one actually intended the regeneration thing as a buff, the pre-apply part was more to handle pre-applying to stop tahtetso insta, which is going to be alot harder with perma prone dead.
*We want to add at least -1 mo to the regen affs that actually gain mo right now.
Unknown2010-08-20 22:17:08
Currently, I'm not convinced the mo boosters should be deleted, but if the effect of the report is far less than I think it will be, I'm not against looking at it again. The nerf will have an effect on all monks: It might not be directly noticeable from the opponents side, but it does force monks to work harder for what they do. And it should be noticeable with Ninjakari. It's impossible for me to keep the same level of effectiveness without the +2 momentum, and I've been trying lately. That's a good thing.
Malarious: Sojiro meant the momentum boosters and not the actual skill Boost.
Malarious: Sojiro meant the momentum boosters and not the actual skill Boost.
Unknown2010-08-20 22:18:55
What? The removal of pre-apply is so obviously a buff to monks that you can't seriously be saying it isn't with a straight face, are you.
And no, you're not nerfing overall speed because you're asking for decreased balance by 25% along with a reduction to your momentum gain.
How is that slowing you down?
Further:
Xavius' ideas are pretty good, I'd personally also request that no speed boosts be given as momentum increased. Right now, you get faster the more momentum you build, and that just screws with balance way too much to keep.
And no, you're not nerfing overall speed because you're asking for decreased balance by 25% along with a reduction to your momentum gain.
QUOTE (Report 450)
Solution #1: Reduce the momentum boosters (Kaife, Ninchu, Tahto'sho, and Shotah)
effectiveness by lowering the momentum gain to one, but simultaneously, having
the attack decrease the form's balance time by 25%.
Solution #2: Reduce the momentum boosters (Kaife, Ninchu, Tahto'sho, and Shotah)
effectiveness by lowering the momentum gain to one, but simultaneously, having
the attack decrease the form's balance time by 33%
effectiveness by lowering the momentum gain to one, but simultaneously, having
the attack decrease the form's balance time by 25%.
Solution #2: Reduce the momentum boosters (Kaife, Ninchu, Tahto'sho, and Shotah)
effectiveness by lowering the momentum gain to one, but simultaneously, having
the attack decrease the form's balance time by 33%
How is that slowing you down?
Further:
Xavius' ideas are pretty good, I'd personally also request that no speed boosts be given as momentum increased. Right now, you get faster the more momentum you build, and that just screws with balance way too much to keep.
Unknown2010-08-20 22:23:18
Please quote correctly.
I think the only addition between that and the one posted in the other thread was that it loses its affect at mo5
QUOTE
5820h, 5950m, 5355e, 10p, 23400en, 23400w elrx-report 450
Report #450 Skillset: Kata Skill: None
Guild: Ninjakari Status: Finalised
Problem: Monks are fast. While many attribute a monk's speed to balance time, a major cause to a
monk's ability to apply many severe afflictions in a short amount of time is due to what I will
refer to as the momentum boosters. These are Kaife, Ninchu, Tahto'sho, and Shotah. Most of the
severe afflictions are balanced through momentum loss penalties causing a monk to lose one, two, or
three momentum in one form depending on how aggressive the form is. Smark monks know not to drop
below momentum level 2 as they can easily use their momentum booster to counteract the momentum loss.
Essentially, monks are able to land severe afflictions rapidly with very easy momentum management,
nullifying the cost of momentum losses and easily overpowering an opponent with no real way to slow
them down.
Solution #1: Reduce the momentum boosters (Kaife, Ninchu, Tahto'sho, and Shotah) effectiveness by
lowering the momentum gain to one, but simultaneously, having the attack decrease the form's balance
time by 25%. It is assumed that the momentum boosters are inherently the same speed as other skills
before the percentage is reduced. The momentum boosters lose the balance decreasing ability at
momentum 5.
Solution #2: Reduce the momentum boosters (Kaife, Ninchu, Tahto'sho, and Shotah) effectiveness by
lowering the momentum gain to one, but simultaneously, having the attack decrease the form's balance
time by 33% and eliminating the possibility of using a leg action in the same form (does not consume
leg balance, but allows for out-of-form kicks). It is assumed that the momentum boosters are
inherently the same speed as other skills before the percentage is reduced. The momentum boosters
lose the balance decreasing ability at momentum 5.
Solution #3: Provide a solution here.
Report #450 Skillset: Kata Skill: None
Guild: Ninjakari Status: Finalised
Problem: Monks are fast. While many attribute a monk's speed to balance time, a major cause to a
monk's ability to apply many severe afflictions in a short amount of time is due to what I will
refer to as the momentum boosters. These are Kaife, Ninchu, Tahto'sho, and Shotah. Most of the
severe afflictions are balanced through momentum loss penalties causing a monk to lose one, two, or
three momentum in one form depending on how aggressive the form is. Smark monks know not to drop
below momentum level 2 as they can easily use their momentum booster to counteract the momentum loss.
Essentially, monks are able to land severe afflictions rapidly with very easy momentum management,
nullifying the cost of momentum losses and easily overpowering an opponent with no real way to slow
them down.
Solution #1: Reduce the momentum boosters (Kaife, Ninchu, Tahto'sho, and Shotah) effectiveness by
lowering the momentum gain to one, but simultaneously, having the attack decrease the form's balance
time by 25%. It is assumed that the momentum boosters are inherently the same speed as other skills
before the percentage is reduced. The momentum boosters lose the balance decreasing ability at
momentum 5.
Solution #2: Reduce the momentum boosters (Kaife, Ninchu, Tahto'sho, and Shotah) effectiveness by
lowering the momentum gain to one, but simultaneously, having the attack decrease the form's balance
time by 33% and eliminating the possibility of using a leg action in the same form (does not consume
leg balance, but allows for out-of-form kicks). It is assumed that the momentum boosters are
inherently the same speed as other skills before the percentage is reduced. The momentum boosters
lose the balance decreasing ability at momentum 5.
Solution #3: Provide a solution here.
I think the only addition between that and the one posted in the other thread was that it loses its affect at mo5
Malarious2010-08-20 22:27:24
QUOTE (Sojiro @ Aug 20 2010, 06:18 PM) <{POST_SNAPBACK}>
What? The removal of pre-apply is so obviously a buff to monks that you can't seriously be saying it isn't with a straight face, are you.
Right now, you get faster the more momentum you build, and that just screws with balance way too much to keep.
Right now, you get faster the more momentum you build, and that just screws with balance way too much to keep.
Will just answer those two.
First, pre-apply is so you cant pre cure the insta of the guild envoying it... you cannot see where that might concern them? Apply to cure chestpain before you get it?
Um.. momentum does not increase kata speed, thats false. Only influence on speed is speed modifier and jakari speed stat.
Unknown2010-08-20 22:32:29
If the instakill is a little harder to get (i.e., no longer guaranteed), I'd say that's a good thing. The pre-applying of the salve is still just a neat trick, and if a person can time it well enough, I say good for them.
Xavius2010-08-20 22:35:18
QUOTE
Please quote correctly.
Oh man, yes, make sure you quote thoroughly, because people will start thinking that Sahmiam's not devoted to addressing the problems with monk power.
CODE
Report #427 Skillset: Ninjakari Skill: Ninaali
Guild: Ninjakari Status: Submitted Jul 2010
Problem: Where once Ninaali was a decent skill providing trembling, the change
from ruptures to momentum has outdated the skill and rendered it useless.
Ninjakari have since been given access to crushed chest from Ashlamkh and
broken chest from Akogh and Ninthugi: Ninjakari do not need a fourth skill that
affects endurance loss. In combination with its redundancy, its easy cure
(melancholic to chest), and its miniscule effect, trembling can easily be removed
from Lusternia.
Solution #1: Change Ninaali to a Ninshi modifier with a ka cost of 200. Ninaali
adds 1 to 1.5 seconds flat (not affected by anything) to writhe time. The flat
amount should be set so that Ninshi, when modified with Speed and Ninaali, will
beat Contortion. A 4 second ceiling for writhe time is needed.
Guild: Ninjakari Status: Submitted Jul 2010
Problem: Where once Ninaali was a decent skill providing trembling, the change
from ruptures to momentum has outdated the skill and rendered it useless.
Ninjakari have since been given access to crushed chest from Ashlamkh and
broken chest from Akogh and Ninthugi: Ninjakari do not need a fourth skill that
affects endurance loss. In combination with its redundancy, its easy cure
(melancholic to chest), and its miniscule effect, trembling can easily be removed
from Lusternia.
Solution #1: Change Ninaali to a Ninshi modifier with a ka cost of 200. Ninaali
adds 1 to 1.5 seconds flat (not affected by anything) to writhe time. The flat
amount should be set so that Ninshi, when modified with Speed and Ninaali, will
beat Contortion. A 4 second ceiling for writhe time is needed.
I guess being able to plant a foot in someone's face and stun them in your grapple combo isn't good enough. Monks need to be immune to acrobatics too! Not druids, though. Druids should be hosed by acrobatics.
Unknown2010-08-20 22:37:33
Please quote correctly.
QUOTE
Report #427 Skillset: Ninjakari Skill: Ninaali
Guild: Ninjakari Status: Submitted Jul 2010
Problem: Where once Ninaali was a decent skill providing trembling, the change from ruptures to
momentum has outdated the skill and rendered it useless. Ninjakari have since been given access to
crushed chest from Ashlamkh and broken chest from Akogh and Ninthugi: Ninjakari do not need a fourth
skill that affects endurance loss. In combination with its redundancy, its easy cure (melancholic to
chest), and its miniscule effect, trembling can easily be removed from Lusternia.
Solution #1: Change Ninaali to a Ninshi modifier with a ka cost of 200. Ninaali adds 1 to 1.5
seconds flat (not affected by anything) to writhe time. The flat amount should be set so that Ninshi,
when modified with Speed and Ninaali, will beat Contortion. A 4 second ceiling for writhe time is
needed.
Solution #2: Provide a solution here.
Solution #3: Provide a solution here.
Player Comments:
---:
Solution 1 may seem at first to be gravely unbalanced. However, I assure everyone that it isn't. I
am choosing the ka cost as well as the ceiling specifically so that Ninjakari combat would be
affected in two main ways.---------------------------------------------------------------------------
--------------------------------------------------------------- Currently, against a contortionist,
Ninjakari cannot use Constrict; Constrict has a ka weight of 800, meaning that it can only ever be
used at momentum level five (mo5). Ninjakari, however, can still succeed in a ninshi/yank combo, but
it does require akogh ( 200 ka and causes 1 momentum loss (-1mo)). Illgathoru (300 ka) with the yank
requires mo3: thus, against a contortionist, a ninja must be at mo4 to succeed in landing a tendon
(notice report 404 which addresses the issues of illgathoru). I won't address ninoaghi due to the
fact that the proposed solution doesn't affect it directly.------------------------------------------
-----------------------------------------------------------------------------------------------
Speed (100ka) is a better choice than the proposed ninaali (200 ka) against normal writhers. Ninaali
can first be used at mo2 (275 ka/ 350ka), but speed is still the better choice (175/350) as it
allows for more actions or better modifiers. Additionally, it cannot be used to stal
l a person in a room due to the cost. As the goal of ninshi is to reach the yank, and speed
guarantees the yank against a normal writher, I think the 200 ka will be better spent elsewhere
except in cases when there is extra ka (mo4 and mo5). Indeed, I don't expect it to be seen nor used
against normal writhers.-----------------------------------------------------------------------------
------------------------------------------------------------This brings me to how Ninaali will
affect combat. It's intended to allow Ninjakari to use two of their stronger skills against
Contortionists. I've already pointed out that Constrict is impossible against a cont
---:
This brings me to how Ninaali will affect combat. It's intended to allow Ninjakari to use two of
their stronger skills against Contortionists. I've already pointed out that Constrict is impossible
against a contortionist short of boosting. Ninaali allows the ninja to initiate a grapple at mo4 or
mo5 to yank with constrict at mo5. This is in line with normal writhers, as a constrict yank can
only be initiated at mo4 or mo5. Secondly, the only other noticeable change is that Ninaali will
lower the momentum requirement for illgathoru by 1 level against a contortionist. Rather than
needing mo4 to akogh so that we can yank at mo3 (minimum level for illgathoru), we can initiate the
grapple at mo3. There is one important thing to notice. As the solution proposes, speed AND ninaali
are required to beat a contortionist (300 ka) meaning that a contortionist loses zero advantage at
momentum levels 0 - 2. At mo3, the contortionist is still advantaged in that the ninja can only
choose one to modify with strength or ochai. Kicks are unavailable at mo3. Mo4 and mo5, due to the
ka weights of 750 and 1000 respectively, the contortionist has the least advantage due to the fact
that there will be extra ka. ------------------------------------------------------------------------
----------------------------------------------------------------- I'm sure that I've missed
something, but do feel free to bring up questions and concerns.
---:
Sorry for double comments. Apparently this one is too long.
Guild: Ninjakari Status: Submitted Jul 2010
Problem: Where once Ninaali was a decent skill providing trembling, the change from ruptures to
momentum has outdated the skill and rendered it useless. Ninjakari have since been given access to
crushed chest from Ashlamkh and broken chest from Akogh and Ninthugi: Ninjakari do not need a fourth
skill that affects endurance loss. In combination with its redundancy, its easy cure (melancholic to
chest), and its miniscule effect, trembling can easily be removed from Lusternia.
Solution #1: Change Ninaali to a Ninshi modifier with a ka cost of 200. Ninaali adds 1 to 1.5
seconds flat (not affected by anything) to writhe time. The flat amount should be set so that Ninshi,
when modified with Speed and Ninaali, will beat Contortion. A 4 second ceiling for writhe time is
needed.
Solution #2: Provide a solution here.
Solution #3: Provide a solution here.
Player Comments:
---:
Solution 1 may seem at first to be gravely unbalanced. However, I assure everyone that it isn't. I
am choosing the ka cost as well as the ceiling specifically so that Ninjakari combat would be
affected in two main ways.---------------------------------------------------------------------------
--------------------------------------------------------------- Currently, against a contortionist,
Ninjakari cannot use Constrict; Constrict has a ka weight of 800, meaning that it can only ever be
used at momentum level five (mo5). Ninjakari, however, can still succeed in a ninshi/yank combo, but
it does require akogh ( 200 ka and causes 1 momentum loss (-1mo)). Illgathoru (300 ka) with the yank
requires mo3: thus, against a contortionist, a ninja must be at mo4 to succeed in landing a tendon
(notice report 404 which addresses the issues of illgathoru). I won't address ninoaghi due to the
fact that the proposed solution doesn't affect it directly.------------------------------------------
-----------------------------------------------------------------------------------------------
Speed (100ka) is a better choice than the proposed ninaali (200 ka) against normal writhers. Ninaali
can first be used at mo2 (275 ka/ 350ka), but speed is still the better choice (175/350) as it
allows for more actions or better modifiers. Additionally, it cannot be used to stal
l a person in a room due to the cost. As the goal of ninshi is to reach the yank, and speed
guarantees the yank against a normal writher, I think the 200 ka will be better spent elsewhere
except in cases when there is extra ka (mo4 and mo5). Indeed, I don't expect it to be seen nor used
against normal writhers.-----------------------------------------------------------------------------
------------------------------------------------------------This brings me to how Ninaali will
affect combat. It's intended to allow Ninjakari to use two of their stronger skills against
Contortionists. I've already pointed out that Constrict is impossible against a cont
---:
This brings me to how Ninaali will affect combat. It's intended to allow Ninjakari to use two of
their stronger skills against Contortionists. I've already pointed out that Constrict is impossible
against a contortionist short of boosting. Ninaali allows the ninja to initiate a grapple at mo4 or
mo5 to yank with constrict at mo5. This is in line with normal writhers, as a constrict yank can
only be initiated at mo4 or mo5. Secondly, the only other noticeable change is that Ninaali will
lower the momentum requirement for illgathoru by 1 level against a contortionist. Rather than
needing mo4 to akogh so that we can yank at mo3 (minimum level for illgathoru), we can initiate the
grapple at mo3. There is one important thing to notice. As the solution proposes, speed AND ninaali
are required to beat a contortionist (300 ka) meaning that a contortionist loses zero advantage at
momentum levels 0 - 2. At mo3, the contortionist is still advantaged in that the ninja can only
choose one to modify with strength or ochai. Kicks are unavailable at mo3. Mo4 and mo5, due to the
ka weights of 750 and 1000 respectively, the contortionist has the least advantage due to the fact
that there will be extra ka. ------------------------------------------------------------------------
----------------------------------------------------------------- I'm sure that I've missed
something, but do feel free to bring up questions and concerns.
---:
Sorry for double comments. Apparently this one is too long.
Xavius2010-08-20 22:39:31
QUOTE (Sahmiam Mes'ard @ Aug 20 2010, 05:37 PM) <{POST_SNAPBACK}>
Please quote correctly.
Just so we're clear, you say you think monks are broken, but in the meantime, you'd like to give yourself some strict upgrades? What's the phrase? Actions speak louder than words?
Unknown2010-08-20 22:41:04
If that goes through, can I get Springup immunity for BC Knockdown, please?
Xavius2010-08-20 22:43:36
QUOTE (Zarquan @ Aug 20 2010, 05:41 PM) <{POST_SNAPBACK}>
If that goes through, can I get Springup immunity for BC Knockdown, please?
No! You can't just fix the acrobatics abilities! Those're monk abilities! We must make regen cures scarier and forms faster first!
Not to worry, though. They have verbally assured us that they don't like using imbalanced acro abilities. We should forget about them.
Unknown2010-08-20 22:49:40
QUOTE (Xavius @ Aug 20 2010, 03:39 PM) <{POST_SNAPBACK}>
Just so we're clear, you say you think monks are broken, but in the meantime, you'd like to give yourself some strict upgrades? What's the phrase? Actions speak louder than words?
^^^^
And yes, removing pre-applying to help guarantee the tahtetso insta further -is- a buff to tahtetso, removing pre-apply to help guarantee the tendon/chainrape -is- a buff to ninjakari.
And even if you 'addressed' solution 2, solution 1 is still pretty strictly a 'take out the momentum boost, but make us faster plz' request.
Sidd2010-08-20 23:43:08
Also, in regards to nerfing monks while sticking in buffs, report 454 states that they are trying to nerf the double hemi, but in exchange are giving them a mo4 greenlock that loses 2mo. I don't know about you, but I'd rather have the greenlock than double hemi anyday especially spammable without any power loss
Can I also mention that for Nekotai, during the monk report, angkhai was specifically raised from 500ka to 550ka to eliminate any possibility of a boost free lock but yet Shofangi get it, and now you want to add Tahto to the list
and I'm still not convinced that windpipelock is significantly more difficult to get than slitlock
is it harder? yes
is it so much harder that giving Tahtetso a 4mo powerfree version with 2mo loss is fair and balanced? no way jose
Can I also mention that for Nekotai, during the monk report, angkhai was specifically raised from 500ka to 550ka to eliminate any possibility of a boost free lock but yet Shofangi get it, and now you want to add Tahto to the list
and I'm still not convinced that windpipelock is significantly more difficult to get than slitlock
is it harder? yes
is it so much harder that giving Tahtetso a 4mo powerfree version with 2mo loss is fair and balanced? no way jose
Geb2010-08-21 01:22:46
The whole problem with monks is that they were given a bunch of regeneration cured afflictions along with high wound warrior afflictions, but were not forced to work for those afflictions. You also add in the fact that monks are also faster than warriors, hinder better than warriors, do more damage than warriors, and also can wound more limbs than warriors in the same period of time and you have the makings of a class that is absolutely overpowered.
I believe the main solution to fixing the class is to first remove the regeneration cured afflictions from their list of possibles. It is absolutely silly that they can give them, and also stack them. All of this talk about them wanting people to be unable pre-apply is also silly, considering sometimes pre-apply is the only solution to surviving the overpowered nature of monks' ability to give regeneration cured afflictions. Honestly does anyone think it takes any effort for monks to give those afflictions? No, it does not take any effort and I know from experience since I've been one. So, I think removing their ability to give regeneration cured afflictions would be a major start in balancing the archetype. Momentum is definitely not the best mechanic to use to balance regeneration cured afflictions.
I believe the main solution to fixing the class is to first remove the regeneration cured afflictions from their list of possibles. It is absolutely silly that they can give them, and also stack them. All of this talk about them wanting people to be unable pre-apply is also silly, considering sometimes pre-apply is the only solution to surviving the overpowered nature of monks' ability to give regeneration cured afflictions. Honestly does anyone think it takes any effort for monks to give those afflictions? No, it does not take any effort and I know from experience since I've been one. So, I think removing their ability to give regeneration cured afflictions would be a major start in balancing the archetype. Momentum is definitely not the best mechanic to use to balance regeneration cured afflictions.
Xenthos2010-08-21 01:25:26
QUOTE (geb @ Aug 20 2010, 09:22 PM) <{POST_SNAPBACK}>
The whole problem with monks is that they were given a bunch of regeneration cured afflictions along with high wound warrior afflictions, but were not forced to work for those afflictions. You also add in the fact that monks are also faster than warriors, hinder better than warriors, do more damage than warriors, and also can wound more limbs than warriors in the same period of time and you have the makings of a class that is absolutely overpowered.
I believe the main solution to fixing the class is to first remove the regeneration cured afflictions from their list of possibles. It is absolutely silly that they can give them, and also stack them. All of this talk about them wanting people to be unable pre-apply is also silly, considering sometimes pre-apply is the only solution to surviving the overpowered nature of monks' ability to give regeneration cured afflictions. Honestly does anyone think it takes any effort for monks to give those afflictions? No, it does not take any effort and I know from experience since I've been one. So, I think removing their ability to give regeneration cured afflictions would be a major start in balancing the archetype. Momentum is definitely not the best mechanic to use to balance regeneration cured afflictions.
I believe the main solution to fixing the class is to first remove the regeneration cured afflictions from their list of possibles. It is absolutely silly that they can give them, and also stack them. All of this talk about them wanting people to be unable pre-apply is also silly, considering sometimes pre-apply is the only solution to surviving the overpowered nature of monks' ability to give regeneration cured afflictions. Honestly does anyone think it takes any effort for monks to give those afflictions? No, it does not take any effort and I know from experience since I've been one. So, I think removing their ability to give regeneration cured afflictions would be a major start in balancing the archetype. Momentum is definitely not the best mechanic to use to balance regeneration cured afflictions.
Don't forget the potential combination of splendors, contort, and acrobatics dodging added on to all of that.
The only part where they're behind in any real amount is health.
Unknown2010-08-21 01:34:49
QUOTE (Xenthos @ Aug 20 2010, 08:25 PM) <{POST_SNAPBACK}>
The only part where they're behind in any real amount is health.
I have achieved 9K health as a monk with just monk skills and buffs anyone can access (albeit with a load of work), so I'm not sure even this applies necessarily.