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Monk tweaks

I've got a couple of ideas that I'd like to share:


DECOY STRIKE

Syntax: automatic

Monks, due to their extensive knowledge of close quarter combat are able to throw attacks that

they never had the intent of landing, utilizing their knowledge of counter attacking they're able

to throw attacks that if blocked would open an opportunity for the monk to land their intended 

strike.

Such a tactic however, doesn't come without cost. If a monk was able to land the decoy strike

it would only land with half its usual strength and only their jabs and basic kicking techniques 

could be adopted this way.

Baddy's flaming bite decimates you!

You parry Baddy's attack with your first hand.

Baddy blocks your attack with his shield, leaving his kidneys unguarded. Baddy turns slightly green, but it passes.

Baddy dodges your attack.

Baddy parries your attack, giving you extra momentum as you spin around.

Baddy looks dazed from the blow.

Baddy parries your attack.

Baddy blocks your attack with his shield.

Baddy has quite a few wounds. 

Monk: [===|===|===|---]

You parry Baddy's attack with your first hand.You dodge Baddy's attack.Baddy parries your attack, leaving an opening to strike.

Your decoy strike hits Baddy.Baddy parries your attack.Baddy blocks your attack with his weapon.Baddy blocks your attack with his weapon, allowing you to spring off it.

Your decoy strike maims Baddy.Baddy blocks your attack with his weapon.Baddy has quite a few wounds. 


The 2nd idea would basically be around their beads, utilizing the new materials that have been introduced for bards, we could make beads a bit more intricate, 

perhaps its time to let them have elemental beads? beads that have a chance to poison, bleed or do other status ailments. 

How about letting them wear two beads, one for each hand. The mainhands beads can remain unchanged perhaps with the one made from gathered materials in the offhand?


Just a disclaimer that these things are ideas with balance not in mind, balance isn't what you should judge this by as all numbers/effects can be toned and tweaked.

Edited

Well. Monks are not weak. Monks do not need anything. But everything deserves a shinning now and again so I am not against your Ideas. I suggested a few new stances a while back, but the monk class is intricate, its not a clay vase we would attempt to glue together, but more like a crystal chandelier. I believe (probably wrong here) that the staff may avoid changing monks due to the code surrounding monks being touchy (no pun intended). Kind of like getting armies changed, it would be avoided. I will look for the post and share it, it was part of my research last year on the balance of exp costs.

Edited

On ‎12‎/‎27‎/‎2016 at 0:23 PM, Fool_Hardy said:

You probably knew I would look into this. Moderate/Hardore/Educated Half-Elf monks from creation to mastery of 4 attacks, all defenses, and blind fighting in just over four hours, with mob over 40.

^ Just a note for your files.

Now in regard to monks, I find they are a very well balanced class, and quite enjoyable to play. I have always thought they needed some changes, not to make them more balanced, but instead to make them more interesting. Currently we have several different stances that a monk may choose. It would be interesting to add several more. This would open up new avenues for the monks in PK. To Begin with I would modify chii and chii bolt. Allowing for a different affect arising from the first two storages. I would create styles that allow the monks hand and or feet attacks to take on different damage types. Here is a short list with some of the Ideas that have come to mind;

Level/Stance

3 Scorpion Stance - Studying the creatures that crawl upon the earth the monks developed this deadly stance early on in their careers. Leaning forward with their dominant foot behind them the monk places himself in a very defensive position. When a monk of sufficient level uses this technique his kicks and double kicks have been known to inflict long lasting poison on his enemies. (poison/pierce attack)

8 Sloth Stance - Watching the slow moving sloth many monks developed a style that mimicked the strange beasts. By hooking their hands in front of them and responding with slow starting movements that end with speed and brute force the monks found a new style of offense. While the monk sacrifices his secondary attacks with his hands he gains an opportunity to disarm his opponents with each kick and double kick. (slash attack)

17 Salamander Stance - Enticed by the mighty salamanders many monks began to study the small fiery creatures. Over time the monks began to alter their chii to mimic the radiant heat of the salamanders. While in this offensive stance a monks fists begin to radiate heat resulting in a searing strikes that burn his opponents, it is said that some users of this stance have been seen spitting fire at their opponents after completing certain maneuvers. (fire attack)

28 Yeti Stance - Seeking dominance over the Salamander Clan some monks began to search for a counter to the blazing hands technique. Observing the abominable snow men of the frozen north they managed to develop a style perfect for their cause. Embuing themselves with the might and wrath of the mighty yeti, a monk not only causes his hands to maintain a chilling grasp but also appears to grow in size planting his feet for stability. Kickboxing skills are greatly diminished in this stance, but the monk becomes nearly impossible to remove from his feet. (ice/blunt attack)

35 Squid Stance - While in this odd one legged stance, a monk utilizes his other leg as a third arm. Granting the monk a chance at the legendary third parry. Unfortunately in order to accomplish this technique neither kick boxing skill can be used. However, witnesses claim that during certain strikes the monk has been seen striking out with his third arm to automatically trip his enemy. (flail/whip attack)

With changes like this chii store could be altered to increase the damage of the monk as well as his saves vs spells.

just some thoughts.