U72 Early Look 2: Monk Revamp

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Gavaleus

Active member
I have two adjustments for Ninja Spy that I'd like to request: (the first is more of a bug fix, really)

1. The Poisoned Darts active ability always seems to angle down into the ground, regardless of any target you have selected or how you aim your camera. The ability works, but because it shoots into the ground you have to get fairly close (almost in melee range) to enemies to hit them with it. (It looks like this when you use it: ) Changing it so it can be aimed like other cone abilities would improve it a ton.

2. The stacking poison vulnerability debuff applied by the Sting of the Ninja Imbue doesn't get applied to some enemies at all, regardless of their immunity to poison (this happens with many undead and constructs, maybe others). Oddly enough, it does work on some enemies that are immune to poison, such as devils. Against devils, you can see the debuff stacking up on them, but you'll see "Immune" when doing poison damage to them unless you strip their immunity, at which point they'll take the increased poison damage. This seems like the correct, expected behavior. But against some creatures it doesn't get applied at all; some constructs that aren't even immune to poison can't have the debuff applied to them for some reason, and even for enemies that have had their immunity stripped it still won't apply.
 

Shall

Active member
You still select Light or Dark path at Monk Level 3, but they are no longer attacks - Instead, they influence multiselectors in the Monk trees.

Could it instead be set up so that all the light multiselectors in all the trees lock out all the dark multiselectors and vice versa? If they are not strikes anymore, the level 3 feat just seems like it does nothing but adding an extra step and dragonshard cost to changing out enchancements. I guess there is the interaction with the GMOF epic moment, but that could be worked into the soon to be obsolete core in that tree that gives an extra stunning fist that works as a combo builder.

Dark Path: Shadow Flurry: Melee Attack: +20% damage. Target must make a saving throw equal to (10/14/18 + Monk Level + Highest of Str/Dex/Wis Mod + Assassinate DCs) or have some of their energy temporarily sealed, halving all positive energy healing, reducing its fortification by 25%, and rendering it unable to cast spells. The enemy makes recurring Fortitiude saves to shake the effect. Cost: 20 HP, 10 Ki. Cooldown: 12 seconds.

If this is being changed to have most of the touch of despair finishers effect and for the most part be a copy of the dark ability that shintao is getting instead of karmic strikes autocrit effect, please remove the HP cost it inherited from karmic strike in the first early look. Also, consider readding karmic strike as an active ability in place of crippling strike in tier 5, with the assassinate dc and maybe even the current crippling strike effect being additional passive effects. Considering that the halving postitive energy healing and reduced fort is redundant with the shintao dark strike, I would like to suggest adding the old healing shield ability from the current fists of light or maybe some temp hp on hit flavored as an adaptation of the touch of death ability from the way of the long death 5e monk subclass. It would give dark monks a small amount of self healing, not as much as a light monk gets, but enough make heroic leveling less of a slog, and provide HP to power karmic strike if you do end up readding it to the tree as I suggested.

Also, I didn't see it explicitly mentioned, but now that the ninja tree is being opened up to bludgeoning monk weapons like wraps, will the sting of the ninja imbue restriction on weapon type also be removed?
I wonder if monks could get finishers in the way sorcs learn spells? Or rather, they could be part of extra feats that monks select at level-up time and and certain levels you could pick from a list of finishers. Thematically it's kinda fun too pick up finishers at level up time.

My guess is we are looking for balance and with the positive changes to DPS, also giving all the finishers may be to over-powered, but maybe if player could select a handful of finisher favorites from the full list, the power balance would work out & players could still choose to add their favorites back in as a sort of homage to the old days.

I know in the dragon disciple thread they said they didn't add a spellbook to the archtype, probably because of coding issues with having only one variant of a class having a spellbook I'm guessing, but I'm starting to think giving both versions of monk a prepared spell spellbook running off ki instead of spellpoints like the sacred fist spells would be the best answer, with the strikes and offensive finishers being treated as innate attacks like the animal form spells druid have (I think that would mean unaffected by antimagic zones, but could be wrong). Depending on how they set up the spell slot tree and how they distribute strikes and finishers and ki spells among the different spell levels it could maybe help with their concerns about finishers potentially being overpowered since you would have to make choices on which spells to slot and couldn't have every dps finisher with every crowd control finisher slotted at the same time. Plus it would require investment in the class instead of just getting every finisher ability with a minor splash. That could also open up more customization options like adding spell modifiers, like purchase an enhancement that makes a specific single target finisher effect aoe similar to the blighcaster enhancement that makes the poison spell multitarget. And any ability they want to have more restricted availability could be left of the general monk spell list and instead be added to the spellbook in an enhancement tree. Still though, it might be to late for a large change like that.
 

Leesun

Well-known member
It saddens me to see that the combo system is being removed. Instead of removing it, what about altering it?
-Basic elemental strikes, henshin riddles (respective elements), and void/light/dark strike will "align" the player to fire, water, air, earth, void, light, or dark. This will be indicated by a distinct symbol housed on the buff bar. Continuing to use strikes of the same element will grant a small buff that will be reflected on the aforementioned buff bar symbol with the numbers 1-3 on the symbol itself.
-If an elemental move is not used after x amount of time the buff times out. When buff bar has 3 stacks the elemental finishers become active.
the buff that the elemental strikes yield is to add a small amount of that damage (light for light, negative for dark, force for void) to the attacks of the monk, the damage increasing each stack.
-Each element can only use finishers of their own element, or a special combo with void/light/dark. Using a finisher will consume the buff, removing the bonus damage.
-If a monk is in one alignment, fire for example, and they use a basic strike of any of the other elements they lose the original buff and gain the lowest level of the new element, so if a monk with fire 3 uses a water strike or a dark strike they lose the fire 3 buff and gain water 1 or dark 1.
 

J1NG

I can do things others can't...
Hopefully it's not bugged, I tried with moonrise bracers that say
Enhanced Ki +1: Increases the rate at which the user gains ki with each successful attack.
but didn't work with my shuriken.
It's because on Live, no ranged builds Ki. Whether this changes in this proposed update remains to be seen.

J1NG
 

Douglas Glyndwr

Bard Life
At the core of this, this is just lazy. This will be the third time they've changed a core mechanic because it's easier than trying to fix it and retain it's uniqueness. The game runners obviously have hated the monk class since inception, so this is the change I propose:

On character creation, every toon gets three past lives: Monk. This does not grant 32/34 point builds.
Eliminate the monk as a class.

Problem solved.

All the above is just creating another Fighter class, and it's time to just surrender to tock.
 

J1NG

I can do things others can't...
The current live henshin one is on staff hit only, right? So it's a whole different beast without the weapon requirement (opens up ranged getting ki off attacks).
Well, unless if a Dev has confirmed that it will worked for ranged to generate Ki, that doesn't mean that what was posted (+2 Ki on strike) will definitely work for ranged. We've had ranged before and effectively agnostic Fire Stance, but no benefit. And other combination examples.

If it is the intention of the Devs to allow any strike (melee or ranged) to generate Ki, then they will need to make sure it does work. Because simply providing a +X to Ki on hit isn't going to do it.

J1NG
 

rabidfox

The People's Champion
Well, unless if a Dev has confirmed that it will worked for ranged to generate Ki, that doesn't mean that what was posted (+2 Ki on strike) will definitely work for ranged. We've had ranged before and effectively agnostic Fire Stance, but no benefit. And other combination examples.

If it is the intention of the Devs to allow any strike (melee or ranged) to generate Ki, then they will need to make sure it does work. Because simply providing a +X to Ki on hit isn't going to do it.

J1NG
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Nickodeamous

Well-known member
Are you going into Falconry anymore though? With the Wis trance and other enhancements there is clearly a push away from that splash
Here is the problem with ONLY wisdom trance. sure its ok for your damage...but the key that is missing that falconry has is Helpless damage...which goes hand in hand with the wisdom trance in the falconry tree.

I am not going to give up my bird attacks or helpless damage for splashing into HM, where I cant get the helpless DPS. Its a trap.
 
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