Increase Quivering Palm timer to 20 seconds. Make ee mobs hit slightly less hard so that ranging loses some of its benefit. Improve other classes so that players have a tough time deciding between splashing monk and something else.
Last edited by FlaviusMaximus; 01-15-2014 at 06:09 PM.
Move the critical multiplier from earth to fire.
Stances are no longer selectable feats.
Really what we should be talking about is Druids....
A serious question though. Since most people like monks (majority of people play one often if not a splash), would it be in Turbine’s best interest to nerf them? Could this possibly make more people quit playing if they gave them a serious nerf than it would help retain or get new people to stick around?
I do not play my monk often and I do not have a splash either so I do not have much to lose by this but I wonder if the constant calls for nerfs would really make the overall game better for EVERYONE and not just those calling for nerfs.
They're due for a nerf, especially 'monkcher' builds. It's absurd to see that the best ranging class for bow + arrow isn't a ranger, but some stupid monkcher build. Kinda funny how monks have turned from being a underpowered class to being ok and then overpowered with the enhancement pass. Monks and bows should NOT mix in this game. It's fine if they can gain a few weapon proficiencies, but they shouldn't be centered with all forms of bows, runearms and most two-handed weapons.
Here's a riddle for you: What do you call people who play the game for only a day and apparently know everything?
Nerfing monk2 would just mean everyone does rogue2 instead -- much like the pale trappers.
The problem I see with this thread is it nerfs monks, not nerfs the ridiculous low-hanging fruit of monks and monk trees. Seriously, NO class needs 3 extra feats, evasion, free stances, and insane synergy with so many classes with only 6 levels splashed into it. Pure monks are not the problem, it's the splash builds: don't penalize purists for the sake of the exploitative players.
A few ideas:
- Change those free monk feats to levels 3, 6, and 9 (or 1, 6 and 12) and it would balance things out a bit. You won't see as many of these 2 and 6 monk splash/clone builds.
- Change monk's evasion so that you MUST remain centered and without armor (no light armor, no warforged body feats, no shields, etc). Alternatively, change monk's coding so that if you are uncentered and using non-centered weapons and equipment, you not only lose your monk extra abilities but your evasion as well. This ensures the innate synergy with beast form druids, rogue acrobats, and kensei fighters, but keeps the class from becoming a necessity for all of these exploitative builds. Rogue and ranger evasion remains untouched.
- For the love of all that is good and holy, change Ten Thousand Stars to work with throwing weapons. Once again, it's ten thousand STARS not ARROWS. This ability is just begging to be exploited.
These ideas don't hurt pure monks, but tones down the ridiculous amount of splash builds that seem to dominate the game these days. This way you don't cut off the hand to spite the finger.
Now excuse me while I wander off to arm myself with Grilled Cheese Sandwiches and hunker down behind my Armored Beer Refrigerator, while I have the UFO's take control of the Congresional Wives with the help of the International Cocaine Smugglers and the Evil Geniuses for a Better Tomorrow
I agree with earth stance giving crit multiplier, doesnt make sense.
Earth gives prr, con, boost to ac, crit multiplier, water gives saves, dodge, wis, wind stance dex, attack speed and doublestrike, fire stance gives just strength.
Last edited by Ivan_Milic; 01-15-2014 at 08:20 PM.
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