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Monk Feedback: Suggestions


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#26 Harkoa

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Posted 20 May 2014 - 10:04 PM

The more I play monk, the more I respect his threat in battle, but,

Character Name: Akin

 

My practical suggestion:

Suggestion Type: Heavy Tackle (Skill)

Suggestion Description: Go back to the 2 adjacent enemy splash, at least when Steel Body is off.

 

My crazy suggestion:

Suggestion Type: Skills

Suggestion Description:

  1. Increase the number of spheres to 5 (show them floating around your body!).
  2. Rename Raging Blow to Raging Trifecta Blow (change animation accordingly, still generates 1 sphere).
  3. Rename Crushing Blow to Raging Quadruple Blow (still generates 2 spheres, remove the DoT and change animation accordingly, let it chain to the F key and have 0 cooldown if used after trifecta blow).
  4. Rename Lightning Crush to Raging Thrust (remove the jump aspect of the animation, require 1 sphere, let it chain to the F key and have 0 cooldown if used after quadruple blow, let it damage +1 enemy per level).
  5. Rename Heavy Tackle to Occult Impaction (give it a better version of the DoT from Crushing Blow, have it consume remaining spheres and do damage accordingly).
  6. Rename Intimidation to Howling Lion (make it an AoE).
  7. Spiritual Cadence (remove damage increase from INT, let it reset cooldowns and give a heal over time, if used in steel body state, give Protection Ki buff, cooldown can be 120 seconds).
  8. Rename Evasion to Flee (make it passive).
  9. Iron Skin (no change).
  10. Summon Spirit Sphere (remove cooldown effect, lower cooldown 10 seconds, let it cost 200 SP, give it the 5 extra ML levels from TSS, each level generates 1 sphere).
  11. Lightning Walk (remove stun effect, instead of generating a sphere, it will cost 1 sphere, lower cooldown to 5 - skill level seconds).
  12. Fury Explosion (let it only work when not in steel body).
  13. Replace Protection Ki with either Cursed Circle, Windmill, Rampage Blaster or Earth Shaker (I prefer Windmill or Earth Shaker).
  14. Steel Body (cannot cast Fury or use Ranging Thrust/TSS when in this state, each sphere generates 20% more threat).
  15. Throw Spirit Sphere (lower cooldown to 5 - skill level seconds, remove damage debuff, consumes remaining spheres, increase damage based on spheres used, remove 5 extra levels from ML).
  16. Guillotine Fist (require 5 spheres, 4 if used after Raging Thrust).

 

This is basically bringing the RO1 monk to RO2. I'm sure some people are against it and I don't expect it. I just think it would make playing monk more fun.

 

I'm gonna try really hard to word my opinions carefully here =X

 

As much as I loved the floating spheres in RO1, the idea of making spheres a requirement to use skills sounds ridiculous to me. Especially in PvP, it'd be so hard to constantly rack up the spheres needed to use our skills. I see this more as nerf-requests vs. making the class better. The game mechanics are much different here in RO2 compared to how they are in RO1.

 

You also have to compare skill abilities and skill usage with other classes and not as a standalone type of gameplay. Our AoE already sucks in comparison to other classes without it being required to use as part of a combo (for free) or taking a sphere.

 

And not allowed to use fury in steel body? You do realize it's a requirement to use gfist, right? And again, you have to compare to other classes. Warriors for example get 2 type of defensive-type skills and they're not being limited to use RS. Fury is a tiny thing that makes up for the decreased attack power from us having steel body active, while at the same providing some type of balance because without it active, we cannot activate gfist.

 

And onto the spiritual cadence thing... I'm perfectly happy with it providing attack power for our int, it's steady damage which we NEED if we're going to continue the path at potential tanks. Burst damage is great 'n all but you need consistent and reliable threat as a tank.


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#27 SHoston

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Posted 28 May 2014 - 10:23 AM

I agree with Meconopsis's post of suggestions and hope they will be implemented. 


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#28 ZefirusKZ

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Posted 31 May 2014 - 06:48 AM

Some ideas about monk skills:

Heavy Tackle: consumes too much sp, for a relatively small dmg increase compared with Raging Blow. So, either:

  1. Increase "Internal Wound" proc chance (say 30%) and revamp it (give armor rip, not stun). But then remove or decrease additional dmg given for GFist.
  2. Remove "Internal Wound" debuff, but let monks to self heal to the amount of % (say 10-20%) of the dmg inflicted with Heavy Tackle.

 

Iron Skin: Decrease the amount of def it gives (10-20% on lvl 5?), but let it give a random defensive buff upon parrying/dodging an attack with some proc chance (20-30%?), like:

  1. Dodge  (increases dodge by 10-20%? for 10 sec)
  2. Received dmg decrease (decrease dmg received by 10-20%? for 10 sec)
  3. HoT (heal 2-3%? of total hp.sec for 5? sec) -> this if the idea with Heavy Tackle and self heal won't be implemented (but then increase HoT, say 4-5% of total hp/sec for 5 sec)
  4. Buffs can't stack, so if you already have say Dodge buff, you can't get other buffs and need to wait until buff wears off.

In this case it would work somewhat like "Unstable Doping" of Rogues, but in defensive manner.

 

Lightning Crush: Either:

  1. Move DoT effect from "Crushing Blow" to "Lightning Crush" (28%? DoT at lvl 6), since "Lightning Crush" has CD compared with AoE/Cleave skills of other tank classes.
  2. Decrease or remove CD (Beastmaster's "Beast Tornado" has the same dmg (280%), but no cd at lvl 6)

Lightning Walk: Give small mass provoke effect around the target, where Monk lands (provokes enemies around 5m? of the target to attack Monk for 3? secs)

 

In this case I see a monk as a sub-tank, who's main role is to keep adds on him/herself and debuffs the boss (amor rip, dot), while having some burst dmg (GFist) to land on a boss.

P.S: Threat increase from "Steel Body" could be decreased in case, if monk would be taking away threat from main tanks by using burst dmg skill and small dot :D


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#29 Contact Support 001

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Posted 11 June 2014 - 05:05 AM

monk are main tank not sub. warrior and beastmaster must be the subtank


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#30 Greven79

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Posted 14 June 2014 - 06:42 AM

monk are main tank not sub. warrior and beastmaster must be the subtank

 

I think all four classes: Beastmaster, Knight, Monk and Warrior should be able to take up more than one role.

But noone here really answered the most important questions:

 

-What role do you want Monk to partake in Raid content (Or party content in general)?

-Should Monk have more skills, or readjustment of the current skills via number balance?

-How should Monk's gear function? Should it have AGI? Or...?

-What should Monk be focused in Stat-wise? Dodge? Or...?


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#31 Contact Support 001

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Posted 16 June 2014 - 09:51 PM

What role do you want Monk to partake in Raid content (Or party content in general)?

- considering the new monks ML skill, monk can be main or sub tank, a level 6 aoe if you want to become useful tank.  :p_love:

 

Should Monk have more skills, or readjustment of the current skills via number balance?

-the current skill already adjusted so, if they will add new then, remove the iron skin and move it to steel body maybe.

-make throw spirit sphere 3 mobs/hit at level 10? 

 

How should Monk's gear function? Should it have AGI? Or...?

-Im fine with the current ML gears, it has dodge on it with lot of vit.

 

What should Monk be focused in Stat-wise? Dodge? Or...?

-its up to you, you can go full vit for defense or full str for extra damage & hit.

-dodge are already in gears, so you need blood runes to boost it.

 

 

 


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#32 Contact Support 001

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Posted 18 June 2014 - 05:49 AM

To be brutally honest, if it was me, I would -

-Give Monk conditional passive bonus, such as all passive skills have an offensive and defensive mode.
-Give Monk a damage stance, which increases all monk skill damage, give increased vigor bonus and increase attack power.
-Remove the skill damage increase from TSS. Replace with a DoT.
-Make Iron Skin passive give increased VIT stat or AGI depending on stance alongside the defensive increase.
-Remake Flee into a counter buff (needs new name) which increases Dodge rate for a duration, allowing enemy missed attacks during that duration trigger a counterattack.
-Remove Crushing Blow's DoT effect. Replace with Debuff that stacks up 5 times, lowering enemy's defenses.
-Remove Internal Wound from Heavy Tackle. Increase damage of skill.
-Remove Internal Wound and 20% bonus off G-Fist. Replace with Increase Damage based off Crushing Blow debuff stacked. Consumes all Crushing Blow stacks.
-Turn G-Fist 100% critical hit from Knock Down to Internal Wound.
-Give Lightning Walk Internal Wound. Remove Knock Down. Lower duration of Internal Wound.

These are just a few of my radical changes. My plan was to give Monks a more hybrid role, allowing them to perform via one of the two stances, which makes them suitable for DPS or Main Tanking. The defense decrease to enemies makes Monk contribute an active role for the team by constantly giving them increased damage overall on the target, giving them party value against high defensive targets, giving G-Fist a reasonable build-up. Internal Wound mechanic becomes improved to be reliable by putting it on the longer cooldown Lightning Walk, and G-Fist changed to suit the combination from Crushing Blow. Flee is reworked to give the tank area a more offensive approach to tanking, which builds better threat and makes Monk able to deal with multiple enemies if they so please, but not as good as other tanks, so there is some variety to picking up the skill.

The monk's main approach should follow main tanking as no tank specializes in it, so by giving them tools to better deal with a single target such as boss-possible stun along with countering attacks aka. make the bonus Dodge more effective alongside the buff as well as giving them the best single target burst damage. Monk should not be able to outpace a true DPS class's overall damage but they should be the tank with the most single target damage out of the tank classes.

 

I'm basing this off that Knights should have more team utilities, Warrior has more AoE Threat Generation, and Beastmaster has high health and self-defensive, while Monk should be high damage and offensive.

 

Their niche does not come from healing or party buffs but what they can directly do to a boss or single target that makes some of my ideas a good starting point for the class to be more playable for a general populace interested in Monk.

if you can give me a best combo with this skills vs range class like rangers and priest... I'm sure this will work in PVE but not in PVP...

Here is a scenario, a ranger running around you with windwalk active and he constantly hit you with arrows. or a priest applying dot on you while running to outrange you more than 20m. dont tell me youll going to kill him with throw spirit sphere or lightning walk then chase again?   


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#33 LordCrustyBoxers

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Posted 05 July 2014 - 06:29 PM

Make monks asura castable without needing  the fury explosion >.>.......

 

 

it takes WAY to long to go through hit 3 times> fury> asura..... your dead before you even get that far

 

Summon sphirit spher >fury> asura still takes way to -_-n long your either half dead or are dead by the time you can cast it

 

 

Throw Spirit spheres increase dmg should be removed and replaced with a DOT effect

 

 

Lightning crush's after cast delay should be removed

 

 


Edited by LordCrustyBoxers, 05 July 2014 - 06:32 PM.

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#34 youoo

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Posted 10 July 2014 - 02:53 AM

I want back the old battle position a female monk please...


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#35 Harkoa

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Posted 11 July 2014 - 12:46 PM

I want back the old battle position a female monk please...

 

old battle position?  :p_conf:


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#36 youoo

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Posted 11 July 2014 - 02:52 PM

old battle position?  :p_conf:

yeah, if you don,t know it. please go to jehoon area there are monk training there right? or in the job change area in prontera. see the fighting position they have, thats the original position the female monk had. we have now is the male fighting position only. im sure of it coz i play as a monk in sea server before, but now they change it.


Edited by youoo, 11 July 2014 - 03:24 PM.

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#37 3069121108025959500

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Posted 05 September 2014 - 01:33 PM

Make monks asura castable without needing  the fury explosion >.>.......

 

 

it takes WAY to long to go through hit 3 times> fury> asura..... your dead before you even get that far

 

Summon sphirit spher >fury> asura still takes way to -_-n long your either half dead or are dead by the time you can cast it

 

 

Throw Spirit spheres increase dmg should be removed and replaced with a DOT effect

 

 

Lightning crush's after cast delay should be removed

 

that is why we either need an increase dmg for asura or maybe ligthning walk generating 2 spheres?


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#38 Greven79

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Posted 06 September 2014 - 02:48 AM

that is why we either need an increase dmg for asura or maybe ligthning walk generating 2 spheres?

 

That's why the monk has Lightning Walk with a stun of 5sec.

 

TSS > LW+Stun > CB > FE > GF

 

So it's possible to G-Fist any opponent while he is still stunned.

Thereafter, it's:

 

SSS > LW > GF

 

So the monk is already able to two-shot opponents while putting a stun-lock of up to 10sec on the target. Since LW is an auto-aim ranged attack that hits pretty fast, some opponents might not even have a chance to react at all in a duel. (Of course, every attack has to successfully connect).

 

Because this is already quite powerful, a 'fair' cooldown for G-Fist of ~40sec would make most sense.


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#39 3069121108025959500

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Posted 06 September 2014 - 10:18 PM

by the time you cast your tss you be in frozen or stun or knockdown state zzz

come on be realistic, im not dueling against some neutral npc. im dueling with actual ppl.

 

 

and btw when you start with LW you wont have time to cast the rest of your combo


Edited by 3069121108025959500, 06 September 2014 - 10:26 PM.

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#40 Greven79

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Posted 08 September 2014 - 01:45 AM

If you're duelling, you should start fair. That means that the priest hasn't precasted Aspersio and the Sorcerer shouldn't have Memorize running. And beside of that, I wasn't strictly talking about duels here, but about WoE as well.

 

But even if you don't start with TSS, you should be able to land your first G-Fist on the target, while it's knocked down. Your Lightning Walk also obtains 1 Inner Energy, so it takes only these three skills: Crushing Blow + Fury Explosion + G-Fist to be casted during the 5sec knock-down state... and that's doable.


Edited by Greven79, 08 September 2014 - 10:59 AM.

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#41 maoyurui

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Posted 19 September 2014 - 01:07 AM

Character Name: Ryushinn

Suggestion Type: Iron Skin, Spiritual Cadence, Protection Ki, Lightning Crush, Lightning Walk and Fury Explosion.

Suggestion Description:

Before I put my suggestion for the skills I've written above I would just like to say that please keep an open mind of this and think out of the box.. Monks on RO2 doesn't really shine. If one can think about it the other classes has more use than a Monk. and they do it better. Monk as a Tank? A good Knight, BM or even a warrior and even in extreme cases even a Priest can be a better tank, heck a priest can generate more agrro than a monk just by healing alone.

 

How about a damager? Sure we get boost on power because we have FE and  SSS. Well SSS only effects the one you shot with it. FE although gives you a good 30% power you need to have 3 spheres. Once disabled or even lag FE becomes useless in my opinion. Oh we do have an asura! Ok but when did we in reality has it been really reliable? Asura can't one hit kill anymore unless you're opponent is lower level than you and isn't even well equipped. But the sad truth still remains that monks compare to the damager types who most have either got a skill that brings back some HP, has penetration skills, Crit modifier or a spammable AoE or a really powerful one. Lets admit it even at 6 LC isn't that great.

 

You may agree or most probably not agree on what I have said above but to me, Monks in RO2 isn't that really much on par with the others and just acts like a filler without really nothing too much to offer. Hence with that in my I would suggest some tweaking of the skills I mentioned above:

 

IRON SKIN

The defense is good. It's really a welcome addition. But does all that defense combined with SB really enough? Lets face facts here. Defense is useless if you get hit by Crits or is being targeted by magic or a skill/attack with penetration. So my Suggestion is simple. Let Iron skin reduce crit damage against Monks and the ability to penetrate the monks defense. Since monks don't have the ability to kill mobs really fast and a good well equipped knight or BM can do the tanking of mobs roll much better having the monk be a good "Boss" Tank will make wonders. That way he can just concentrate on a boss to tank them while the main tank recuperates or in an event that the group needs to reorganize. It may be  because of lag or anything but having not o worry about the Monk's health to much in a raid and would make a monk less easier to be killed in PvP.

 

SPIRITUAL CADENCE

Let it keep the 1 int=2 damage but let us face it monk would only concentrate on STR and VIT more and not INT. Even if a Monk tries to go for INT/STR build for offence the weapon power of monk is still much weaker than the other characters that is physically based and wields a 2 handed type weapon. I mean Monks don't have shields, Dolls, quivers etch right? So My suggestion would be adding a small fraction of Penetration for a number of INT a monk has put towards his/her INT.

 

PROTECTION. KI

Man this skill sounds good but in reality it's one of those skills that you really have no time to bother with. So my Suggestion? Add a passive skill to it aside from an active. This would be Elemental protection. a 25-30%  Elemental/Magic protection isn't bad for maxing this one out. It will give Monk users an option to max this out or not and to pick whether they would be a tank. Also I would like it to have when master to 5 at least reduce status ailment effect by 1 or 2 secs in random.

 

LC

This skill sounds good if maxed to 6 hitting 10 targets and 3 secs cool down. But lets face it even the 3 secs cool down isn't much help. Since Monks lack the assist buff's help for a party even though this class spawned from an acolyte class, I suggest at least  let this skill have another purpose. Give it a stat to Slow whatever it hits. Both in attacking and Walking. That way getting this to 6 is much worth it in parties. Also making this move crit more a bit can really be helpful since this is already creating aggro and by making much more crit it will be even useful for farming more aggro towards the monk.

 

LW

1st of all I hate it when you try using this one  beside an opponent because it doesn't seem to work. Only if you have some distance. They should really change that since this move already has a big cold own and it should be able to be used at very close proximity. Also this should have a secondary AoE effect of damaging anything that surrounds the main target by a percentage of the damage done to the target. Also I would suggest that those surrounding the target gets push back for at least 1-2 seconds. This would be a good skill to combine with LC.

 

FE

I would like this to have a state of counter while active. A percentage of damage given to the monk should be returned to the offender. Making this move much important.

 

Well that's it for now. Crazy suggestions of mine >.<


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#42 bheb03

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Posted 19 September 2014 - 01:43 AM

monk? nerf the azura skill! End of story! :hmm:


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#43 Greven79

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Posted 19 September 2014 - 05:50 AM

monk? nerf the azura skill! End of story! :hmm:

 

Have you ever tested this in Colo, WoE or in quick-succession duels? You should have noticed that a cooldown of 60sec is a bit different to a 20sec for Rage Strike, 10sec for Shadow Explosion or 8sec for Cross Impact. Using my current Battle Tactic value for the Rage Strike, the result of a crit. hit is equal to any skill with a 7,000% damage multiplier... but hey, BT is balanced!

 

But you're right. Nerf G-Fist and there wouldn't be any monks left in the game.... end of the story.

 

Monks on RO2 doesn't really shine. If one can think about it the other classes has more use than a Monk. and they do it better. Monk as a Tank? A good Knight, BM or even a warrior and even in extreme cases even a Priest can be a better tank, heck a priest can generate more agrro than a monk just by healing alone.

 

Being a good tank isn't determined by your threat level alone. Knights and Warriors can produce an insane value (thanks to BT), but beside of that they aren't any better than a monk. In fact, the monk might even end up as a better tank due to SSS and Ki-Protection.

 

Beastmasters on contrast might have the lowest threat generation of all four tanks, but compensate that by insane HP values and insane heals, that makes them almost impossible to kill. So as long as a BM can keep the agro, he is a very formidable tank.

 

Problems only occur, if multiple tanks start a threat race to become the main tank...

 

How about a damager? Sure we get boost on power because we have FE and  TSS. Well TSS only effects the one you shot with it. FE although gives you a good 30% power you need to have 3 spheres. Once disabled or even lag FE becomes useless in my opinion. Oh we do have an asura! Ok but when did we in reality has it been really reliable? Asura can't one hit kill anymore unless you're opponent is lower level than you and isn't even well equipped.

 

First of all, I guess you meant Throw Spirit Sphere not Summon Spirit Sphere here.

 

Fury Explosion (FE) requires 3 spheres, because that skill is better than other alternatives: Concentration or Berserk. As a compensation, Asura Strike a.k.a. G-Fist doesn't require any. If you don't like to be stunned while casting FE, you should talk to players of other classes, who might get interrupted while casting Awake, Tempest, Mark of Shadows, etc.

 

Asura IS reliable. Even if it doesn't one-shot certain enemies (try to equip 2 T2 parts with JeHoon runes), you can use Summon Spirit Sphere (SSS) to reset your cooldown and land a second G-Fist without to need to cast FE again. So monks still are quite powerful in 1vs1 situations. However, due to the extreme cooldown, a monk doesn't do much between these attacks.

 

IRON SKIN:

IMO, your comment about the efficiency towards "get hit by Crits or is being targeted by magic or a skill/attack with penetration" isn't true. AFAIK, the armor penetration reduces your total defense rate... i.e. happens before the cap applies. So a 15% armor penetration would reduce a 90% defense rate down to 75%, making the monk quite good against penetrating attacks.

 

Against DoTs (guess that means "Magic"), the monk is still slightly better than a Warrior or Knight, because Steel Body grants him a higher HP total and Ki-Protection has the higher value and allows the monk to stay mobile. In regard of crits, high dodge // parry rates might suffice... and the stat bonuses for the monk are already good:

 

Per relevant stat point:

Warrior: +1 hitpoint, +3 atk, +1 dodge, +2 parry, +1 crit

Beast.: +3 hitpoints, +2 atk, +2 dodge, +1 parry, +1 crit

Knight: +1 defense, +2 atk, +2 dodge, +1 parry, +1 crit

 

Monk: +2 defense, +2 atk, +2 dodge, +2 parry, +2 crit

 

Sure, the current defense bonus is crap (partly includes the def/vit part as well), because it's all too easy to achieve 75% defense rate of even 90%. The additional points from Iron Skin would result in only a few extra percentages.

 

The defense bonus was once quite useful, because it balanced out the differences between a DPS monk and other DPS classes. The monk wears cloth armor, so an Assassin got 50% more defense to start with. With AoV, devs did the best to ruin the game. So the assassin now starts with twice as much defense, whereas the heavy armor of Warrior / Knights starts with 4 times the value (also getting 4 times the refinement bonus).

 

Gladly, the monk got at least the additional defense bonus via VIT. Of course the devs could have altered the skills, not the stats, but hey... it's Gravity, not logic we're talking abut. So in order to make the skill viable again, the devs only have to either fix the defense formula or change +50% defense => +10% damage reduction (or add another passive bonus, like a +20% parry rate).

 

SPIRITUAL CADENCE

 

The skill was required, because as an Acolyte your gear only grants INT. Back then, the additional ATK from INT also compensated the lack of AGI. Since you're now getting a complete set of gear tokens AND a free stat reset, there isn't really a point in Spirital Cadence anymore.

 

The weapon power of the monk is quite ok, especially if you include the high skill multipliers. What ruins the show is Battle Tactics. Because a single critical hit can result in 6 times the damage, the average DPS also receives a significant push that makes Warriors so OP.

 

Right now, many classes seem to demand armor penetration for whatever reasons. I doubt that "a small fraction" would change a thing, but why not alter the formula first and then implement 1 WIS = 1 AP. Would love to see those WIS builds ^_^. But honestly, I still prefer a proper defense formula.

 

PROTECTION. KI

The short duration part makes it more powerful and therefore quite a good counter against boss AoEs and DoTs (DoTs are affected by damage reduction). Thanks to the cooldown reset and thanks to the fact that he stays mobile, the monk gets a good advantage over other tanking classes.

 

A 120sec cooldown or more for a 10sec effect (Ki-Protection, Endure, Shield Fortress, Feral Defense, Assumptio, Ice Wall,.. ) is still too much. In most cases, the average benefit is only 3~4%. That's even worse than some seed runes. So my suggestion would be to reduce the cooldown to at least 90sec, even better 60sec at maximum level, also making the cooldown the level-relevant part, not the damage reduction (see Shadow Armor).

 

LIGHTNING CRUSH

This skill could receive an improvement but it is far away from being awful. You can lower the cooldown to 2sec or less given enough vigor. Something that can't be done with most other skills like Brandish Storm, Grand Cross, Lord of Vermillion or Meteor Storm. If you achieve a 2sec cooldown, LS is as effective as a Brandish Storm without BT.

 

In my opinion, the worst part is the skill animation. Why would a monk jump in the air just to hit the ground? That would fit more to dwarves with axes or so. My idea of a monk is that he would perform a roundabout kick.

 

In general, I agree that some AoEs deserve a slow debuff, but I'm not sure if LC would be the right place. A simple fix would be to further increase the damage by xx% as long as Fury Explosion is active instead (see Grand Cross // Lord of Vermillion or Meteor Storm).

 

LIGHTNING WALK

The issue with being too close also affects other classes like the Knight (Shield Charge). On contrast, both skills are auto-aim attacks. And that's also the reason why I wouldn't like to be AoE skills (cause then, a Warrior's Battle Leap would have to be an auto-aim as well).

 

A push-back is hard to implement in RO2, as this would require to enforce a movement and could push your target over edges or more likely bug them. So enjoy the 5sec stun instead.

 

FURY EXPLOSION

Why do you want to make this skill a "aura of thornes"?

 

Why not fixing all the ATK boost skills instead by either making the skill effect more like a "power-rune", increasing the total damage or by adding the weapon damage to the ATK stat once again. It shouldn't be hard to transform the refinement bonus into an appropriate ATK bonus at least... the devs did something similar with the Bible already.

__________________

 

Although this sounds like I disagree with everything, I didn't want to offend you... This is just meant to be a feedback. In my opinion, the biggest issue of the monk is that he hasn't a well-defined role. Should he be just a tank without BT? Is he like an Assassin without hide & speed?


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#44 FluffyMiyu

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Posted 20 September 2014 - 08:24 PM

 

 Is he like an Assassin without hide & speed?

 

He is a tanky sin yaw


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#45 Greven79

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Posted 23 September 2014 - 03:38 PM

He is a tanky sin yaw

 

He can be considered "tanky" although other classes achieve 75%+ defense rates as well. But what makes him a "sin"? The G-Fist damage is ok, especially if you managed to knock your enemy down first, but it is far away from being too powerful. If the Wind Crest triggered, a Sorcerer could also deal 3600% or more damage on a single strike.... and that's true for other classes as well.


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#46 youoo

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Posted 20 October 2014 - 05:18 PM

Character Name: GodofHugs

Suggestion Type: (Lag/Delay)+skill animation= wasted Lightning Walk & G-fist.

Suggestion Description: The skill delay is already part of this game unless I'll migrate to the US just to get a 10-40 ping.

 

I guess a +1sec stun to makeup for the delay is not that OP since war/knight has 3+3 sec stun.

3sec for chasing the opponent and 3sec for the ulti skill combo.

 

Unlike monks, The sin,rogue and priest, this class very OP already the hit rate, max damage and skill CD are not a problem to them.

 

1st, If i use lightning walk to chase the opponent then so i need more 1 or 2 points for fury explosion, by this time 5 sec is not enough thanks to the delay and skill animation I lost my 100% crit shot or I waste my precious G-fist.

 

then, If I'll not use Lightning walk to chase my opponent and wait till i got at least 2 combo points from throw spirit sphere, by this time I've already stunned to death for 15 sec.

 

Finally, If I'll rely for the SSS(summon spirit sphere) 120sec CD is too long for every colo round.     

 

 

 


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#47 Niiu

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Posted 21 November 2014 - 02:55 PM

 

Character Name: GodofHugs

Suggestion Type: (Lag/Delay)+skill animation= wasted Lightning Walk & G-fist.

Suggestion Description: The skill delay is already part of this game unless I'll migrate to the US just to get a 10-40 ping.

 

I guess a +1sec stun to makeup for the delay is not that OP since war/knight has 3+3 sec stun.

3sec for chasing the opponent and 3sec for the ulti skill combo.

 

Unlike monks, The sin,rogue and priest, this class very OP already the hit rate, max damage and skill CD are not a problem to them.

 

1st, If i use lightning walk to chase the opponent then so i need more 1 or 2 points for fury explosion, by this time 5 sec is not enough thanks to the delay and skill animation I lost my 100% crit shot or I waste my precious G-fist.

 

then, If I'll not use Lightning walk to chase my opponent and wait till i got at least 2 combo points from throw spirit sphere, by this time I've already stunned to death for 15 sec.

 

Finally, If I'll rely for the SSS(summon spirit sphere) 120sec CD is too long for every colo round.     

 

 

This is one of the themes set with which I have been talking lately between petitions concerning the animations of the skills in general.

 

What is the Lag/delay on the one hand it is understandable that is on the part of the player with the server through its connection to the internet, but it is also how long it takes the animation of the skills that between us if it takes a couple of seconds.

 

With regard to the CD in skills such as Lightning Crush as they say in previous comments if it is taken into account by both the time it takes the animation as in carrying out the attack itself.

With regard to Lightning walk lately it's been looking at the issue of being able to fix the bug of teleporting to the be used to 0.3m from the opponent.

On the other hand I understand the delay of the skill, treatment of fixear in part the animation for this topic (it's going to the "teleporting" directly to the opponent), solutions to this rule are few, as well as decrease the delay of the game or in if of the animation, but the case of relentizar more the animation would produce criticisms of speed the animation and so on.

 

With regard to decrease the CD of the SSS max (120s) do not think that was necessary, since on the one hand while the monk by nature has little force, today thanks to the runas flame the CD that has each one is variable.

I partly agree with that, my computer is almost all of RedSeed Blood +25% and i have CD 80s, I always think about that I am the monk more slow in making a asura in colo (always think :v), but I see no evil this option.

Compared to the other mad proposals, ideas and suggestions that have been given in part I have taken into account, in some part, because you don't need to exaggerate, even so I have recently taken into account suggestions for;

Attack Basic.

Raging blow.

Crushing blow.

Lightning Crush.

Lightning Walk.

Evasion.


Edited by 1523130518210552267, 21 November 2014 - 03:10 PM.

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#48 DarkFusion

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Posted 25 November 2014 - 06:22 PM

Hello.

 

This topic will be used to collect Monk class suggestions.

 

Please use the form below when submitting balance issues.

 

Remember, the more detail, image, or video that can be provided, the quicker these issues can be addressed.

 

Character Name:

Suggestion Type: (Example: Skill, Stats, Animation, etc)

Suggestion Description:

Video/Image Link (if applicable):

Character Name: SkysTheLimit 

Suggestion Type: Character weapon appearance

Suggestion Description: There should be two knuckles (one for each hand) for Monks. It will be aesthetically pleasing.


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#49 SlothicDude

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Posted 10 December 2014 - 11:57 PM

Character Name: HashtagFluffy

Suggestion Type: Skill (Lightning Crush)

Suggestion Description: tbh, with how people play the game atm, the skill is kind of "weak", comparing this skill to the Beast Tornado of the BM, similar damage, similar additional effect but no cooldown, people would rather go for BM rather than monk (and i haven't even included warrior yet). Sure monks can be considered the tankiest when it comes to defense numbers but what's the use if your party members can kill the mobs in less than 5 seconds.

 

I know the posts before this have already suggested this idea but i would just like to express my opinion since it hasn't been considered in the recent patches. So please remove the cooldown on the skill, this would atleast give monks a bigger role in PvE (grinding and stuff)


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#50 RenKasha

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Posted 02 March 2015 - 07:41 PM

Character Name:nikichi

Suggestion Type: new aoe skill

Suggestion Description:a max 10 monster 5 hit aoe skill like warrior's brandish storm except it should be like a chi explosion that causes a stuttering effect on monsters only. something like 1/5 100% 2/5 150% 3/5 200% 4/5 250%% 5/5 300%.


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