Eme
Well-known member
HI,
Monk (exclusive) player since release, here.
14 monks, of various types and experiments across servers, which all filter knowledge to my mains.
Detailed thoughts to EVERYTHING, before you ruin what once was great. I hope my experience is useful, as I do not want to get angry with these changes and leave.
We ( Monks) have had a hard ride over the years with nerfs and changes, some good, some horrible, especially if we have reincarnated to compliment aspects of them as they stood at that time. It has felt like a knife in the back on multiple occasions.
But that was experience, and the finishers that are useful, can be the reason why the class is chosen in the first place. ANti-stun finisher, im looking at you.
it's clunky because of lag.
When there is no lag there is minimal issue with them. But when it's laggy, you can line up a finisher, have it show as ready to use, and then it vanishes, for no reason, even if you are just stood doing nothing at all, needing a 4th ending to get it to reappear. They were a little clunky when we were all first learning to use them, but nothing major, the biggest iussue with them, when learning them for a new low level player is lack of KI, this is way too slow for early level monks to get a feel for them and results in a bad look for monks to them .
They have noticably gottern worse in conjunction with the lag.
Yes, but as above, it's LAG that is the main problem.
the cost is class. Do you think, for clerics, for example: 'their healing makes them disproportionately powerful?'
This is not a valid reason to remove finishers.
Sounds like your coding is the issue, not the finishers themselves. Still no reason to remove them.
THis is VERY disappointing. THis will badly affect low level monks without learning the fun nuances and stregths of the class and it's progress through levels.
Some of those finishers were WHY we choose to play monk.
This is a lovely finisher to get at 20, and part of the encouragement to go pure monk. And is an extremely useful CC.
It is fun, and always makes me smile when I use it as I think about the song it was based on.
WHat happened to the sense of fun that development used to have ?
THis should certainly be put back in.
ANother part of why finishers are great ( when they work), is you don't need to have many tooldbar slots covered with them, 4 elementals, a light or dark, and an optional special or two (to speed up reaching certain finishers quicker -which also rewarded investing in monk skills) and your finisher/do_it was all you needed to have your whole bag of specials at hand.
Healing curse NEEDS to go back. THis would be a make or break the game issue, for me.
What about the light damage element ? gone, now?
Dark needs the damage to scale with level or changed to a + damage % debuff to mobs including rednamed.
Don't agree it should, thematically.
I think it makes a mockery of wise attacks, escpecially with the insane strength boosts on items/skills out there with nothing to compete in wisdom.
..and +stun bonuses?
Or is it intended to be useless, now, too?
Does stunning fist share a cooldown with stunning blow? (else it will favour 2 stuns for strength builds over others. )
Again, a mockery to wise attacks with the insane boosts you can get for strength with items/skills, compared to wisdom.
These strength for Dc's changes, I can see that you want to esxpand it's use, but you haven't considered the priority and bonuses that strength gets everywhere compared to wisdom. This is now biased to strength builds, and the polar opposite to what monks are about.
shouldn't remove the finsihers. But the weapon limitations of the trees isn't good.
Why, though? I couldn't afford shout in the first place with how tight points are and how rubbish it's DC is with no intimidate bonuses.
The doublestrike, for me isn't great , but know many it could be useful for. ( I have lost count of the amount of monks I have given advice and tips to over the years). Not sure 1% is worth 1 enhancement point though, should be steps of 1-2-2%'s.
Surely negotiator is more a Nijna/skills thing, now?
THis rewarded investment into monk skills and allowed faster building of finishers, it made making a choice worthwhile and good. THis is a mistake that devalues the strikes.
Unless doublestrike is going to allow uses over 100% this is a joke. Less hitpoints available in shintao, with points needing to be spent to advance tiers in what will be useless skills. Useful at lower levels, sure, but at higher levels we are already near or at 100% doublestrike.
Ok, this replaces triple way of finishers.
But doesnt replace healing curse. THis is a major part of light monks healing capability, which has over the years been nerfed, nerfed, nerfed and now completely removed. THis angers me so much.
What about the Grandmaster of flowers core capstone? Does this now lower the time this can be used from 12 seconds down to 6 seconds? Or Is that core capstone, which allowed faster building of triple ways, now useless, too?
good
good.
Absolutely TERRIBLE. The time change for Kukando is insulting. Leave this be for $%^$^% sake.
THis time change will drive me crazy.
Stop taking abilities away from monks.
good
OK, should also have the option for poison power.
There BADLY needs to be a core at some point that includes 'Ranged Ki Regen+1'.
Does this dodge cap still require QStaff to be equipped or not? It should mention it if so, as it currently doesn't and is a source of confusion for new players.
IMHO The cauldron should also move around with the player, like an aura, and not be a static on the floor thing, as it makes it a poor choice for fast moving combat, and 'improved' should, instead, give nearby players a slight boost as well,.
Are the Imbues still +1 dice per core? If not it's a serious nerf to some builds. And the power ? So far it reads like they should be if not mentioned?
In other words, even more usless to use in many cases at end game
Overall, some good changes, but many awful decisions, and some decisions that will remove my enthusiasm to even play.
I really hope you reconsider some things.
The VERY worst game/class breaking aspects ( for me) are:
no Healing Curse
Kukan Do timer change
Anti Stun buff removed
- Grandmaster of Flowers core capstone now redundant
Monk (exclusive) player since release, here.
14 monks, of various types and experiments across servers, which all filter knowledge to my mains.
Detailed thoughts to EVERYTHING, before you ruin what once was great. I hope my experience is useful, as I do not want to get angry with these changes and leave.
We ( Monks) have had a hard ride over the years with nerfs and changes, some good, some horrible, especially if we have reincarnated to compliment aspects of them as they stood at that time. It has felt like a knife in the back on multiple occasions.
this is true. They break down usefulness in higher levels. Many also lost their use when immuinities were implemented to higher design. Understandable as the game is supposed to get harder. Great for low levels, but when you get serious, you start to consider,' does this work against bosses/red names' or is it something for trash and a waste of time?'.Hello, everyone!
We have decided that the time has come to take a look at the Monk class as a whole and make some adjustments while we debut the upcoming Dragon Disciple Monk Archetype (see thread here!)
Below is an early plan and subject to change:
Monk Combos and Finishing Moves
The Combo and Finishing Move system in the Monk class has had issues for a long time. Some of the issues we identified were:
- The combo builders themselves are not especially strong.
But that was experience, and the finishers that are useful, can be the reason why the class is chosen in the first place. ANti-stun finisher, im looking at you.
- Combo-building is clunky due to cooldowns.
it's clunky because of lag.
When there is no lag there is minimal issue with them. But when it's laggy, you can line up a finisher, have it show as ready to use, and then it vanishes, for no reason, even if you are just stood doing nothing at all, needing a 4th ending to get it to reappear. They were a little clunky when we were all first learning to use them, but nothing major, the biggest iussue with them, when learning them for a new low level player is lack of KI, this is way too slow for early level monks to get a feel for them and results in a bad look for monks to them .
They have noticably gottern worse in conjunction with the lag.
- The combo system is easily interrupted by common actions, resetting your combo.
Yes, but as above, it's LAG that is the main problem.
As we looked into adjusting this system we encountered the following:
- Strengthening combo builders makes the Monk disproportionately powerful across all level ranges, especially as there is no cost (feat slots, action points) in gaining them - Monks get these and their trees and their bonus feats.
the cost is class. Do you think, for clerics, for example: 'their healing makes them disproportionately powerful?'
This is not a valid reason to remove finishers.
- The cooldowns on the builders are structurally important to make sure the system functions as intended, and it is nearly impossible to reduce that cooldown without creating additional issues.
Sounds like your coding is the issue, not the finishers themselves. Still no reason to remove them.
- On our code side, the combo system relies on an opt-out designation for actions to break your combo, meaning that to make the combo system more flexible would require individually tagging hundreds-to-thousands of individual actions as "this doesn't break a combo", or rebuilding the combo system from scratch.
We have instead decided to explore a more comprehensive rebalance of the Monk! So, we're removing the Combo system and putting most of the finishers into the Monk class Enhancement Trees. Let's take a look!
Overall Monk Class Changes
- The elemental combo builder attacks granted at level 1 and with Adept/Master/Grandmaster of Forms are removed. (You still gain the Stances as before).
THis is VERY disappointing. THis will badly affect low level monks without learning the fun nuances and stregths of the class and it's progress through levels.
Some of those finishers were WHY we choose to play monk.
- The Monk Finishing Move feat is removed.
- The Shining Star feat is removed. (We're considering how to work this back in - let us know where you'd like to see it.)
This is a lovely finisher to get at 20, and part of the encouragement to go pure monk. And is an extremely useful CC.
It is fun, and always makes me smile when I use it as I think about the song it was based on.
WHat happened to the sense of fun that development used to have ?
THis should certainly be put back in.
ANother part of why finishers are great ( when they work), is you don't need to have many tooldbar slots covered with them, 4 elementals, a light or dark, and an optional special or two (to speed up reaching certain finishers quicker -which also rewarded investing in monk skills) and your finisher/do_it was all you needed to have your whole bag of specials at hand.
- 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.
Healing curse NEEDS to go back. THis would be a make or break the game issue, for me.
What about the light damage element ? gone, now?
Dark needs the damage to scale with level or changed to a + damage % debuff to mobs including rednamed.
- Quivering Palm's DC now uses Strength if it is highest (highest of Strength, Dexterity, or Wisdom Modifier)
Don't agree it should, thematically.
I think it makes a mockery of wise attacks, escpecially with the insane strength boosts on items/skills out there with nothing to compete in wisdom.
- Stunning Fist can now be used with any Melee Weapon as long as you are Centered.
- Stunning Fist's DC now uses the highest of Strength, Dexterity, or Wisdom.
..and +stun bonuses?
Or is it intended to be useless, now, too?
Does stunning fist share a cooldown with stunning blow? (else it will favour 2 stuns for strength builds over others. )
Again, a mockery to wise attacks with the insane boosts you can get for strength with items/skills, compared to wisdom.
These strength for Dc's changes, I can see that you want to esxpand it's use, but you haven't considered the priority and bonuses that strength gets everywhere compared to wisdom. This is now biased to strength builds, and the polar opposite to what monks are about.
Monk Enhancement Trees Overview
We had a few goals in our changes to the trees: Primarily, we needed to work in the removed Finishing Moves. Secondarily, we wanted to make the Trees more flexible. In the current Live version of Monk, your tree selection is strongly restricted by weapon:
- Shintao: Only works well with Handwraps
- Henshin: Only works well with Quarterstaves
- Ninja Spy: Works well with every Monk weapon that isn't Handwraps or Quarterstaves.
shouldn't remove the finsihers. But the weapon limitations of the trees isn't good.
goodOur plan here involves making these trees more weapon-agnostic (even if they may still include some bonuses to those weapons) and instead refocuses them on themes. Ideally, this will lead to more diversity of Monk builds and more interesting choices. The below trees now focus on:
The planned changelists for each tree are below. If something is not mentioned, there is no plan to change it at this time. As we've said above, this is not final, just the current plan.
- Shintao: Core weapon DPS, with some Positive/Negative energy.
- Ninja Spy: Poison, Tricks, and Stealth/Sneak.
- Henshin Mystic: Using weapon stats to do Elemental damage, defenses.
Shintao
- Cores:
- Cores remain the same, except all abilities that say with Handwraps now say while Centered.
- To Seek Perfection's "You no longer suffer penalties from Meditation of War" is removed (see below) and replaced with "If you have Meditation of War, +10 Melee and Ranged Power".
why, though? Points are tight enough as is.
- Tier 1:
- Elemental Curatives is replaced with Shintao Studies: +1 to Attack and Damage while Centered. (Antireq: Ninjutsu and Henshin Training. Essentially, you can only take one Attack+Damage line.)
- Ki Shout is removed (moved to HM), and replaced with NEW: Fast Hands (Multiselector): +1/2/3% Doublestrike OR Doubleshot
Why, though? I couldn't afford shout in the first place with how tight points are and how rubbish it's DC is with no intimidate bonuses.
The doublestrike, for me isn't great , but know many it could be useful for. ( I have lost count of the amount of monks I have given advice and tips to over the years). Not sure 1% is worth 1 enhancement point though, should be steps of 1-2-2%'s.
- Exemplar is removed (moved to HM), and replaced with Negotiator currently found in Henshin Mystic.
Surely negotiator is more a Nijna/skills thing, now?
- Tier 2:
- Elemental Curatives is replaced with Shintao Studies: +1 to Attack and +2 to Damage while Centered.
- Elemental Ki Strikes are no longer combo builders, but otherwise remain unchanged.
THis rewarded investment into monk skills and allowed faster building of finishers, it made making a choice worthwhile and good. THis is a mistake that devalues the strikes.
- Conditioning is removed (moved to HM), and replaced with Quick Strike currently found in Henshin Mystic. Quick Strike is no longer restricted to Quarterstaves, but you must be Centered.
Unless doublestrike is going to allow uses over 100% this is a joke. Less hitpoints available in shintao, with points needing to be spent to advance tiers in what will be useless skills. Useful at lower levels, sure, but at higher levels we are already near or at 100% doublestrike.
- Tier 3:
- Elemental Curatives is replaced with Shintao Studies: +1 to Attack and +2 to Damage while Centered.
- NEW: Hands of Mercy (Multiselector):
- Light Path: Hand of Healing: You heal all nearby allies for 1d4 plus 1d4 per monk level. (12 second cooldown, costs 5 Ki)
- Dark Path: Hand of Harm: Melee Attack: You strike your opponent down with a terrible curse, halving all positive energy healing done to the target, reducing its fortification by 25%, and increasing its negative energy vulnerability by 25%. Periodic Fortitude saves (14 + STR/DEX/WIS Modifier + Monk Level + Stunning Bonuses) to negate. (12 second cooldown, costs 10 ki)
Ok, this replaces triple way of finishers.
But doesnt replace healing curse. THis is a major part of light monks healing capability, which has over the years been nerfed, nerfed, nerfed and now completely removed. THis angers me so much.
What about the Grandmaster of flowers core capstone? Does this now lower the time this can be used from 12 seconds down to 6 seconds? Or Is that core capstone, which allowed faster building of triple ways, now useless, too?
- Dismissing Strike has its AP cost reduced to 1, because it's extremely situational
good
- Tier 4:
- Elemental Curatives is replaced with Shintao Studies: +1 to Attack and +2 to Damage while Centered.
- NEW: Greater Mercies (Multiselector):
- Light Path: Greater Hand of Healing: Your Hand of Healing now applies a Lesser Restoration effect and removes Blindness, Curses, and Diseases.
- Dark Path: Greater Hand of Harm: Targets affected by your Hand of Harm are also Blinded and Nauseated until they save.
good.
- Tier 5:
- Empty Hand Mastery becomes Shintao Mastery, which does the same thing but "and wielding Handwraps" is removed.
- Kukan-Do now reads: You lock gazes with an enemy, stunning them for a short period of time on a failed Will save (DC 14 + Wisdom modifier + Monk level). Any effects that modify your Stunning Blow or Stunning Fist DC's also affect this ability. Sightless creatures are unaffected by this ability. (Cooldown: 30 seconds)
Absolutely TERRIBLE. The time change for Kukando is insulting. Leave this be for $%^$^% sake.
THis time change will drive me crazy.
Stop taking abilities away from monks.
- The penalties from Meditation of War are removed. It also gains +3 to Attack and Damage while Centered in addition to its other effects.
good
Ninja Spy
- Cores:
- Poisoned Darts now reads "Ki Activate: You spit poisoned darts in a cone before you. Nearby enemies are affected by between 4 and 8 stacks of Ninja Poison. (Magical Poison: Target takes 1d4 points of Poison damage, which scales with the higher of Melee and Ranged Power every 3 seconds for 15 seconds. If a target affected by this attack is normally immune to Poison, they become vulnerable to Poison while affected by Poisoned Darts. This ability can stack up to 20 times. On timer expiration, 4 stacks of Ninja Poison are removed at a time.) (Activation Cost: 15 Ki. Cooldown: 12 seconds)"
OK, should also have the option for poison power.
There BADLY needs to be a core at some point that includes 'Ranged Ki Regen+1'.
- Diversion no longer has its Critical bonus (moved to Tier 5).
- Ninja Master now also has "+10% Fortification Bypass. If you have Self Defense, you also gain +10 Melee and Ranged Power".
- Tier 1:
- Ninjutsu is removed, and replaced by the new Ninjutsu: +1 to Attack and Damage while Centered. (Antireq: Shintao Studies and Henshin Training. Essentially, you can only take one Attack+Damage line.)
- Tier 2:
- Ninjutsu is removed, and replaced by the new Ninjutsu: +1 to Attack and +2 to Damage while Centered.
- Elemental Ki Strikes is cut (it exists in Shintao and I don't think people dip into multiple of these across two trees). It is replaced with Extra Action Boost: +1/2/3 Action Boosts.
good
- Action Boost: Melee/Ranged Power is now a multiselector with Action Boost: Haste.
- Tier 3:
- Ninjutsu is removed, and replaced by the new Ninjutsu: +1 to Attack and +2 to Damage while Centered.
- Flash Bang is removed, and replaced by Shadow Arts:
- Light Path: Flash Bang: Ki Bomb Spell-Like Ability: Throws a fragile eggshell imbued with ninja magic that explodes into light, blinding opponents for 6 seconds on a failed reflex save and momentarily dazing opponents on a failed fortitude save. Both saving throws have DC equal to (10/14/18 + Monk Level + Highest of Str/Dex/Wis Mod + Assassinate DCs). (Activation Cost: 20 Ki. Cooldown: 30 seconds)
- Dark Path: Shadow Flurry: Melee Attack: +20% damage, guaranteed Critical Hit. Cost: 20 HP, 10 Ki. Cooldown: 12 seconds.
damn, all these damage lines are dull as dishwater
- Tier 4:
- Ninjutsu is removed, and replaced by the new Ninjutsu: +1 to Attack and +2 to Damage while Centered.
hope this is melee AND ranged, as ranged get a short end of the stick currently
- Deadly Exploits is removed, and replaced with Greater Shadow Arts:
- Light Path: Cloak of Shadows: After using Flash Bang, you become Invisible for 6 seconds which is not broken by actions.
- Dark Path: Poison Exploit: On a failed saving throw, your Shadow Flurry purges an enemy of Ninja Poison, dealing 1d20 + 20 poison damage per stack of Ninja Poison removed. Scales with higher of Melee/Ranged Power. (This factors in the damage boost from Deadly Exploit as well.)
nice
- Tier 5:
- Touch of Death now reads: You strike a living opponent down with twisted ki, dealing +50% damage and 500 additional negative energy damage that scales with 200% Melee Power. Your opponent takes half damage on a successful Fortitude save (DC = 14 + Monk Level + Highest of Str/Dex/Wis Modifier + Assassinate DCs). Cooldown: 20 seconds). Passive: +3 to Hit and Damage while Centered,
- Deadly Striker now reads: "While you are centered, you gain a +1 Competence bonus to Critical Threat Range and Multiplier. Kamas, Shortswords, and Shuriken gain an additional +1 Critical Threat Range."
Quickdraw still a part of this? It's very useful to have it for builds that are already feat starved.Henshin Mystic
- Cores:
- Riddle of Fire now gains "While you are centered, you can use your Wisdom modifier to hit" in addition to its other effects.
- The casting time on Ki Bolt is reduced. Ki Bolt also gains "While you are centered, you can use your Wisdom modifier for damage. In addition, while you are Centered, you gain +2 Ki each time you hit a creature. This stacks with all other sources of Ki generation."
- Sounding Staff is now Cauldron of Flame. Most of it remains the same, but "you personally gain +20 PRR, +10 MRR, and +15% Dodge that ignores Dodge Cap" changes to "you personally gain PRR equal to your Monk level, MRR equal to your Monk level, and Dodge that ignores Dodge Cap equal to 5 + half your Monk Level." It also grants +15% Competence Bonus to Quarterstaff Attack Speed. (The identical speed boost in Rogue Acrobat's Thief Acrobatics will also be typed Competence at this time).
Does this dodge cap still require QStaff to be equipped or not? It should mention it if so, as it currently doesn't and is a source of confusion for new players.
- Incinerating Wave now changes elemental damage if you have a non-Fire Elemental Soul Imbue active.
- Cauldron of Flame is now Improved Cauldron: The cooldown timer on Cauldron of Flames is now halved. You may now move a small range outside your Cauldron without it collapsing.
IMHO The cauldron should also move around with the player, like an aura, and not be a static on the floor thing, as it makes it a poor choice for fast moving combat, and 'improved' should, instead, give nearby players a slight boost as well,.
- Serenity removes the text "and wielding a Quarterstaff" and replaces it with "and Centered", letting you gain the bonus crit while in the Cauldron with other weapons. The Attack Speed for Quarterstaves is removed (see Cauldron of Flame).
Are the Imbues still +1 dice per core? If not it's a serious nerf to some builds. And the power ? So far it reads like they should be if not mentioned?
- Tier 1:
- Elemental Words now grants you all four of the attacks, which now share a cooldown. The attacks are no longer combo moves, but instead gain the damage from the defunct elemental combo builders: 1d6 Elemental damage. Having Adept/Master/Grandmaster of Forms upgrades this damage to 2d6/1d10/1d20.
In other words, even more usless to use in many cases at end game
- Henshin Staff Training is now Henshin Training: +1 to Attack and Damage while Centered. (Antireq: Shintao Studies and Ninjutsu. Essentially, you can only take one Attack+Damage line.)
- Mystic Training is removed (no longer using Finishing Move DCs anywhere) and replaced with Ki Shout (formerly in Shintao)
- Negotiator is removed, and replaced with Exemplar (formerly in Shintao)
Does this work with ranged? ANd Imbue dice? It needs to !
- Tier 2:
- Elemental Words is replaced with Elemental Soul: You gain four Imbue toggles, one for each of Fire, Cold, Electric, and Acid. When toggled, you enhance your attacks with ki, dealing 1d6 (Element) damage on hit, and an additional 1d6 Force damage on crit. Your Ki Spells also apply the (Element)
useful at low level, useless at high level.
- portion of this damage. This damage scales with the highest of Melee and Ranged Power.
- Henshin Staff Training is now Henshin Training: +1 to Attack and +2 to Damage while Centered.
- Quick Strike moves to Shintao, and is replaced by Conditioning from that tree.
- Elemental Ki Strikes is removed (it's in Shintao), and replaced with Embrace the Void, which moves down from Tier 3.
- Tier 3:
- Elemental Words is replaced with Mystic Kata:
- Light Path: Kata of Wind: Activate to grant you and nearby allies 20% Concealment for 60 seconds. (90 second cooldown, costs 10 ki)
- Dark Path: Kata of Ice: You perform an attack that encases a tainted target in ice on a failed Will save for 10 seconds. (DC = 10 + STR/DEX/WIS modifier + Monk level + Stunning DC boosts). Costs 20 ki, 12 second cooldown
- Henshin Staff Training is now Henshin Training: +1 to Attack and +2 to Damage while Centered.
- Lighting the Candle is gone, replaced with T2 Elemental Soul. It is replaced with Mantra of Body: +2/4/6 PRR
good to have the option to get out of falconry.
- NEW: Clear Your Mind: Battle Trance: While Centered, you gain an Insight bonus to Attack, Damage and the DC of Tactical feats equal to 1/2 of your Wisdom modifier for 30/60/120 seconds. Cooldown: 20 seconds. Activation Cost: 30 Ki. The effects of this Trance are dispelled if you are no longer Centered. Antirequisite: This ability can not be trained if you have any other Battle Trance ability (e.g. Know the Angles).
these suck not being part of finishers anymore. Truely SUCK.
- Tier 4:
- Elemental Words is replaced with Mystic Kata:
- Light Path: Kata of Deep Magic: When you use Dance of Wind, you grant you and other allies a 25% reduction in Spell Point Cost for 60 seconds.
- Dark Path: Kata of Dark Stars: You perform an attack that encases a tainted target in ice on a failed Will save for 10 seconds. (DC = 10 + STR/DEX/WIS modifier + Monk level + Stunning DC boosts). Costs 20 ki, 12 second cooldown
- Henshin Staff Training is now Henshin Training: +1 to Attack and +2 to Damage while Centered.
- NEW: Mantra of Soul: +2/4/6 MRR
- Tier 5:
- Void Strike is no longer a Void combo builder. Otherwise, remains the same.
- Henshin Staff Training is now Henshin Training: +3 to Attack and Damage while Centered.
- Staff Specialization is now Mystic Honing, +1 Competence bonus to Critical Damage Multiplier and Threat Range. Passive: You gain a +25% Competence bonus to maximum hit points.
- Balance In Dawn'sattacks are no longer Light/Dark builders.
Overall, some good changes, but many awful decisions, and some decisions that will remove my enthusiasm to even play.
I really hope you reconsider some things.
The VERY worst game/class breaking aspects ( for me) are:
no Healing Curse
Kukan Do timer change
Anti Stun buff removed
- Grandmaster of Flowers core capstone now redundant
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