Hello there fellow monks and other peoples~
Ok, so the last topic one of the VCRs made went kinda ok for some community feedback, thus I don't really know what to expect here; but I do want to gather some new and more recent feedback. We had a bit of FotM (flavor of the month) happen, so there might be more people out there this time around with opinions to contribute.
It's pretty obvious we haven't seen many changes via the VCR program yet, however the reports are there and the contents may be used eventually. Let's try to think positive about our input, and not use this thread as a QQ area for the VCR program.
With that said~
I've talked to many people in-game, on 1v1, and group convos, about the Monk class and I've already gathered several notes (the big and popular ones I will list below). The things I list I really want to emphasize feedback on, and if you have anything additional to add, then add it!
Defense - I've heard both sides of the story on this one. 1-shot skills are a major problem right now but majority of the people I spoke with seem to think defense on Monks is too high in PvP. Meanwhile there are people who feel that excluding gfist, a monks sub par damage is only balanced by their defense.
Threat Gain - Only place you can really test this right now is in Chaos and other like-raids. In the past monks have been known to have cruddy threat gain, while being mostly a 1v1 tank. We currently have a 300% Threat increase with Steel Body, and +100% threat gain of the damage done with Lightning Crush (our AoE). We have a total of 1 taunt with about a 15 sec CD in Osiris gear. Opinions are our threat gain needs to be greatly increased somehow to be more viable tanks, and/or remove the CD off of our Taunt.
DoT - Believe it or not, yes we have 1. Just 1. And it's pretty awful. We get a DoT when we use Crushing Blow equal to 3% of our attack. Opinion is it's way too low. It shouldn't be crazy high, but something moderate. We had a huge DoT nerf a while back and it is possible it's still a broken formula since then, however it does about 40 damage per tick if lucky. We don't specialize in DoTs, crushing blow has really low damage but gives us 2 combo points. It's basically a skill to get us to 3 combo points faster, so increasing the DoT damage shouldn't be overpowering. What would you consider a good amount of damage for this skill's DoT?
Skill: Flee - Pretty much everyone I've talked to considers this skill useless. Best suggestion I've heard is to turn this into a party buff. If agreed, what kind of party buff would you like to see? So far, I've heard suggestions for +hit%, -dmg% from enemies, and +regenspeed%
Skill: G-Fist & Heavy Tackle - I'm partnering these together because it requires balancing the two. Opinions agree that gfist is too strong right now (like mostly all of the 1-shot skills), but without it, monks really lack decent/on-par damage compared to other classes. Decreasing the damage % on gfist but increasing the damage % on heavy tackle seems favorable. From my personal experience, the damage on gfist varies a lot (regardless the targets HP %), and it doesn't feel like it's the +damage % the skill says it is. I feel like that's something that should be looked into. What's your opinions on this?
Those are the major notes. Remember we're looking for balance, try to compare to other classes if possible when expressing opinions. And again, if you have anything you'd like to add, do so~
Thanks in advance!
Edited by Harkoa, 07 July 2014 - 01:54 PM.