U72 Early Look: Monk Revamp

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FVSHasBeenEvenMoreGutted

If you read my posts you have already lost
ok now I can finally sit down and get on my soap box and give more feedback than I should
shintao
give all cores the +1 ac/saves and 1% doublestrike/doubleshot
instinctive defense is just not good. replace it with... something
lower tomb of jade cool down to at least 30 seconds, would prefer less but I bet people will say that's op
kukon-do is terrible (imo) cuz of the terrible long windup. doubling the cd will make me take this even less. fix the windup and don't increase the cd, 15 seconds is fine
change violence begets violence to give the crit range bonus when you fail to hit your target and has a 25% chance to be removed on crit (or something, but right now it sucks)
ninja spy
give every core +1 assassinate DC
give every core +1 imbue die
make poison darts do 1d6 damage and scale with 200% MP/RP
give diversion improved archers focus (like horizon Walker t5)
give ninja master 10 MP/RP and allow shuriken to gain ki when they hit enemies
give ninja master an additional 2 (total +3) assassinate DC
change subtlety to include ranged and spell attacks
change flash bangs cool down to 15 seconds
change sting of the ninja to scale with 200% MP/RP. there is no excuse that a MP/RP imbue doesn't scale with 200% I think this is just awful design that half the imbues cant be used because they scale with 100% MP/rp
make poison exploit scale off of 200% MP/rp
change no mercy to be 1 ap per rank like every other tree
change crippling strike to make weapons cripple (-50% movement speed of target) enemies on crit like enemy archers do
give deadly striker +10 MP/rp
change self defense to give +15 mrr cap
give a multi selector to shadow double that does the same thing but gives doubleshot
henshin mystic
change the cores to give +3 to all elemental resist (you said this was a defensive tree about all elements, right?)
change ki bolts damage to 1d6+2 fire and force damage
change incinerating wave damage to 1d6+5 fire and force damage, it really falls off in epics
the imbues is terrible, make it scale off of 200% MP/RP and remove the useless 1d6 on crit. . there is no excuse that a MP/RP imbue doesn't scale with 200% I think this is just awful design that half the imbues cant be used because they scale with 100% MP/rp. also make the damage on spells scale with 300% MP because right now in game afaik it doesn't scale lol
change mantra of body to +5/10/15 prr while centered, similar to shintao
change kata of wind to also include +2 saves, skill checks, to hit and damage
change mantra of soul to 4/8/12 mrr
change void strike to do 1d10 damage per monk level
change the cost of staff specialization to 1 ap
change self defense to give +20 mrr cap instead of 5
change every light casts a shadow to inflict 2d4 negative levels to all enemies while also lowering their prr and mrr by 5, cannot stack
change shadows cannot exist without light to inflict 1d6 damage per monk level, stacks 1 time, scales with 200% MP, as well as allowing the heal portion to scale with 200% mp
 

Havocthedemon1

Well-known member
The only thing that annoys me about this is you can’t use Touch of Death with hand wraps. I mean you technically can - but you don’t get +1/+1 crit multi in T5 of ninja with hand wraps. I remember when we could run dark monk hand wraps and it would be a fun flavor thing - this isn’t viable at all here. That seems like a fail.
 

Eunostos

Well-known member
What strange edge cases or overbuffs were you adjusting in your tests for combos to be 'disproportionately powerful at all level ranges'?

Because from the ingame version of monk it sounds parallel universe levels of ridiculous.
 

Griglok

Leader- The Casual Obsession (Khyber)
Unpopular opinion (I'm sure)... but this update to monk is just flat out disappointing. You're essentially taking all of the things that made monk "monk" in DDO away and replacing it with single-click abilities with longer cooldowns. You did post to let us know the challenges surrounding revamping the monk combo abilities, and with full knowledge of what you shared I'm of the opinion that frankly you should have invested the time to revamp/rebuild the combo system instead of removing it.

Losing "grasp of the earth dragon" and "falling star strike" and "freezing the lifeblood" or only being able to work in certain monk finishers (which were previously available to all monks of the appropriate light/dark path) based on limited enhancement AP is a feel bad moment once these changes hit live.

I'm sure you will get a ton of positive feedback on the forums as many folks will focus on additional attack/damage/melee power... and those things are great and all... but I will mourn the loss of yet another unique gameplay mechanic in DDO. Given your time commitment to release the new archetype in February, I'm sure it's far too late to scrap any of these changes, but if it isn't too late please reconsider gutting the monk class of the combo features that made it a unique playstyle. Surely a revamp/rework of the combo system would be a much better addition to DDO than a handful of new melee attack buttons.
 

LuKaSu

Playing DDO since Nov 2009. Still a noob.
Losing Healing Curse (while raising the cooldown for Healing Ki) is super disappointing. I know I'm a rarity being someone who never plays the endgame, even though I've been playing DDO since 2009, but in those low levels, Healing Curse can be huge.

I'm excited to see a Monk revamp. I appreciate all the work the devs are putting into making this game better. I'm not excited to be losing one of my favorite aspects of the class to make it happen.
 

saekee

long live ROGUE
Chains is a super popular skill and giving another way to get it would 100% be a positive change, as long as it was at an appropriate opportunity cost

I'd even be OK if it was only with Kama, since that weapon really needs a niche. "Light only" and I worry it would just be pigeonholed to Kukri with VKF
That would be the result, yeah—SWF kukri with tier 4 vistani, tier 5 monk I suppose but there is no melee power in ninja. To go capstone in VFK and sneak in tier 5 ninja would mean no trance then as AP would be really tight.

What if it was a feat auto-granted with path of darkness at some level? Idk but kukris have Maw now.

I don’t get why the devs put massive melee power in other melee trees but NONE in ninja spy. It makes it even with these changes a weak tree that people will spend at most 11 points in unless a thrower. And no ranged power too…Outside the massive doublestrike which is handy in heroics; a VfK gets a 20% DS and other buffs to DS; I did a ninja spy version of my monk and was sitting in the mid50s DS (lacking PLs etc) whereas with VfK I was hitting 80 easily.
 

Neo

The One
Unpopular opinion (I'm sure)... but this update to monk is just flat out disappointing. You're essentially taking all of the things that made monk "monk" in DDO away and replacing it with single-click abilities with longer cooldowns. You did post to let us know the challenges surrounding revamping the monk combo abilities, and with full knowledge of what you shared I'm of the opinion that frankly you should have invested the time to revamp/rebuild the combo system instead of removing it.

Losing "grasp of the earth dragon" and "falling star strike" and "freezing the lifeblood" or only being able to work in certain monk finishers (which were previously available to all monks of the appropriate light/dark path) based on limited enhancement AP is a feel bad moment once these changes hit live.

I'm sure you will get a ton of positive feedback on the forums as many folks will focus on additional attack/damage/melee power... and those things are great and all... but I will mourn the loss of yet another unique gameplay mechanic in DDO. Given your time commitment to release the new archetype in February, I'm sure it's far too late to scrap any of these changes, but if it isn't too late please reconsider gutting the monk class of the combo features that made it a unique playstyle. Surely a revamp/rework of the combo system would be a much better addition to DDO than a handful of new melee attack buttons.
I think this opinion is a lot more popular than you think.
Good discussion in the ddo discord about this and you said this in a much nicer way that I would.
This change kills what makes monk in ddo monk.
And turns it into a DPS that is never going to reach the levels of fighter/barb/paladin. And the CC of Dragon lord and rogue will now outclass monk.

Monk was a unique melee that carried a lot of unique cc, debuffs, and buffs. What it lacked in raw dmg output it made up for in a unique playstyle and unique utility. It is losing that and will now become a fast 1-30 with staff monk when you want a quick racial PL but don't wanna play sorc.

Spreading out the finishers to different trees and the archetypes means if you want all the finishers you drop falconry. A tree that was made for monk to come back into the game after they nerfed them into the ground post RL.

They don't mention changing GMOF but what good is core 4 now if that doesn't even help you? And what if I want dark finishers in my enhancments but the light epic moment?

Monk's edge and flavor was it was a class unlike anything else in DDO and there were a lot of niche things it could do that no other class could do. This revamp kills it, unless there is a game breaking bug in the change that makes it super OP. Then it will be fun to play till they fix that and then monks will return to the time of post RL. No one will play them until they are fixed again.
 

saekee

long live ROGUE
For ninja: I have reread it a bit and thought about it more. Chains needed as feat given somewhere; double the melee power in capstone; and please clarify the ‘vulnerability’ from poison darts—how long does it last, is the Sting imbue still in existence, and does the Sting stacking on crit bring about poison vulnerability? Is Sting still getting only a 100% melee power scaling or will the poison scale like drow and assassin (200%)?

I think getting rid of finisher and combinations is depressing. It is the unique gameplay of the class. The dragon disciple feels like the dragonyrace added to monk in some way, very homogenized.
 

whitewolf3695

New member
maybe don't double the monks cooldowns and keep the combo system while using the dragon disciple tree and its uniqueness also the fact that scepter and clubs are items that you would try to use on a monk is kind of laughable at best think about how the alchimist already has a combo system of sorts there is 0 reason the monk could not have the same thing
 

Neo

The One
OK, new idea:
How about keep all the changes, but also keep the finisher combo system?
That way players who want to do 1 button super finishers can do so, and experienced monk players can still do the combos the hard way?
Leave kukan do's CD alone and this would be fine I think.
 

Tak

Member
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.
  • Combo-building is clunky due to cooldowns.
  • The combo system is easily interrupted by common actions, resetting your combo.
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 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.
  • 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
  1. 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).
  2. The Monk Finishing Move feat is removed.
  3. 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.)
  4. 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.
  5. Quivering Palm's DC now uses Strength if it is highest (highest of Strength, Dexterity, or Wisdom Modifier)
  6. Stunning Fist can now be used with any Melee Weapon as long as you are Centered.
    1. Stunning Fist's DC now uses the highest of Strength, Dexterity, or Wisdom.

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.
Our 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:
  • 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.
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

  • 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".
  • 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
    • Exemplar is removed (moved to HM), and replaced with Negotiator currently found in Henshin Mystic.
  • 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.
    • 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.
  • 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)
    • Dismissing Strike has its AP cost reduced to 1, because it's extremely situational
  • 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.
  • 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)
    • The penalties from Meditation of War are removed. It also gains +3 to Attack and Damage while Centered in addition to its other effects.

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)"
    • 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.
    • 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.
  • Tier 4:
    • Ninjutsu is removed, and replaced by the new Ninjutsu: +1 to Attack and +2 to Damage while Centered.
    • 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.)
  • 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."

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).
    • 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.
    • 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).
  • 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.
    • 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)
  • 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) 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
    • 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).
  • 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.
I am a big monk fan, overall I think this could be good. However I think that the ninja spy tree should have some kind of extra bonuses for the throwers. Maybe some kind of activated attack or even two one around tier 2 or so that is like 3 ranks with +10%/+20%+30% aoe damage that actually works with their throwing animation instead of how the Shadowdancer epic strike slows down the attack animation ridiculously bad and looks like your character is throwing a frisbee. And maybe a stronger one that is tier 5 or at Core for level 12 or 18 or make a ranged version of the touch of death that scales with ranged power. And give the ninja spy just a basic poison imbue dice like the rogue assassin tree and possibly make a ranged version of the poison dart ability that could be activated attack that only does +10% damage but strips poison immunity from monsters for 20 seconds. Just some food for thought, also looks like there's a typo for Henshin Mystic where Dark Path: Kata of dark stars is the exact same as it's tier 3 counterpart Dark Path: Kata of Ice.
 

Viamel

Well-known member
Exciting to see monk getting revamped, long overdue,

Some of the changes that I'm excited about here;
The trees becoming more weapon agnostic
More of the classic monk abilities bring accessible to more casual players
Wis to-hit/damage and a wisdom trance in the class tree (yay)

Some changes I'm much less excited about;
Removing the combo-finisher system strips monk of its iconic versatility, versatility that has kept monk in the picture for the toughest end game content

Those abilities having much lengthened cooldowns is also a huge dampener

Kukan-do doesn't need its cool down increased, it's a single target stun of great value in a pinch but far from an oppressive ability

Things I would like to see:

The combo-finisher system left alone alongside the *addition* of the finisher actives in the new enhancement trees, giving try hards the little bit of extra oomph while massively improving the bottom end

Touch of Death in T5 Ninja spy should be an instakill, it's single target anyway and compared to arcane casters it will never be oppressive for Monk to have 2 instakills

A bit more value added for *using* stealth added to ninja spy which currently pays lip service to the idea in flavor while leaving Assassin rogue the only tree in the game that actually benefits from sneaking.
Maybe Touch of Death is an instakill while sneaking and its current form while not sneaking?
Maybe monk gains the ability to use QP without breaking stealth?


I'd also like to see some change slated for the Grandmaster of Flowers ED tree to support whatever adjustments are made here
 

Yamani

Tyrannical Overlord
I'd also like to see some change slated for the Grandmaster of Flowers ED tree to support whatever adjustments are made here
Probably have to change one of the cores. Since it changes stunning fist into a builder... Legendary Flurry of blows (tier 5) should be going to "while centered" !!
 

Hobgoblin

Less Nerfy Nerfy more fixy fixy
Another addition I would like to see is Assassinate DCs added to the trance, even if this is exclusive to the monk trance or is an upgrade hidden deep in the ninja spy try,
Assassinate is difficult to build DCs for in an already difficult high DC environment
maybe in t5?
 
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