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Lloth's Fantastically Dumb Class Update Ideas, Chapter One: Monk

Monks are boring. What's more, they are pretty thematically one-dimensional for a class that purports to have such a rich, detailed, and varied background. 

Let's fix that.

**My idea in a nutshell (screw you, tl;dr at the end, I do what I want!): **

Give monks not 1, not 2, not even 3, but 6 paths, with varying strategies, strengths, and styles of play that all feel similar to the current design, but different enough from each other to make the paths unique and the choices feel important.

The problem, in my mind, with current monk is in fact its flexibility. "WHAT WHAT WHAT?!" Yeah, I read your mind. Deal with it. See, the issue with their flavor of flexibility is that there's really only a few stances that see routine use. Fallbacks. The rest are pretty niche, and while its nice to have that niche, it kinda relegates those stances to just being poor options. Lame. Yawn. 

Solution? F&@# up everything!

So you get to level 30. Big deal. Still have 20 more levels to go, newb, get to grinding. BUT WAIT! What's this? You have a selection to make. WHOA BOY, calm your nerd brain for a moment. How do you choose between friggin' six different playstyles at level 30 when you're still derping around killing centaurs or some poor dudes who thought a hedge maze looked fun, but then they got lost and just gave up trying to leave like "This is my life now" until some jackass with a sword comes in and murders them for funsies? By reading what they do, of course. What are you, derpy?

HERE IS WHAT THEY DO. God. Get off my back about it already. If you respond with a Mulan joke, I swear to GOD I will forum ban you forever. Not really, don't tell the boss I said that. But seriously, don't. It's played out. Unoriginal. You can do better, I believe in you.

Flowing River: Stances are fun, but also not. It's like... you choose one, but then you're like "well I don't actually want to do this stuff". BAM. You change your mind. Done. You can change to any other stance of the same type. Offensive to offensive, defensive to defensive. If you ask about going from offensive to defensive or vice-versa, I am going to assume you eat glue.

Hollow Palm: Like punching people? Also like magic? I got you covered. Your martial arts a/b are magic damage ALL THE TIME. No more annoying chii management, or deciding between magic attacks or nifty bolts. Just straight up hybrid damage. And more of that damage than other monks. But you kinda skip leg day, so those do not get the extra damage or the magicness. Sucks to suck I guess.

Raging Fire: Blocking is for scrubs, amirite? No, I am not. But if you still wanna play like that, how's about a path that takes away your defenses to give you extra fire damage attacks that cannot be blocked, and scale with your missing health percentage? Go ahead, play that glass cannon monk build you've been having wet dreams about. Ain't nobody stopping you now.

Inner Spirit: Chii is great, right? But then you have to store it. Boooooo. Lame. Well, now you don't. Thank you, stored chii AC. Oh, that's all? NO IT'S NOT, YOU IMPATIENT MOTHA--- ahem. Your chii? Way friggin better, Like. 3 times better. And it lasts a LOT longer. And it even focuses your mind. Screw you, dispel, you ain't even a threat.

Iron Body: Ever want to be that anime guy that gets hit but doesn't seem to notice? Of course you do, you filthy weaboo. Well now you can. You're friggin' welcome. With Iron Body, as long as you are in a defensive stance, you get flat damage reduction %. But uh... no offensive stances for you. Come on now, you can't do EVERYTHING.

Cobra's Reach: Demons, walking corpses, basically-angels-but-also-not-really, walking armories and puny little elf jerks throwing meteors and calling blizzards... all of these things exist and you expect to just punch them into submission? WOW, get some brain cells the next time you go shopping. These monks are smarter than you. They got REALLY good at a few very strange weapons. So good that they can just use them as an extension of their bodies.

    Nunchuks: Chance for your attacks to land as a rapid assault of low damage mini-attacks. These attacks then have an additional chance to daze your opponent.

    Fist Blades: Your genius finally realized you can tape some knives to your hands and be friggin' Wolverine. Knives are really good at puncturing things, like organs. Those tend to be important. When you do puncture them, you can have some nifty debilitating effects on your opponent, like making them bleed (duh), weakening them (kinda hard to engage those arm muscles with gaping stab wounds in them), enfeebling them (arms? I meant legs), or wounding them (because gut punches suck more when there's a 4-inch blade attached to that fist).

So, you got your paths. Is that it? Seems kinda bas--SHUT IT NERD. No, I'm not done yet. You think I'm done yet? I outta slap you with my meaty monk jun--- erm. Yeah. pg 13 lloth, pg13

Your big boy energy go you to level 30. Now you can murderhobo for real, instead of just uprooting entire ecosystems, political structures, and civilizations not for the widespread and enduring effects they'd surely have... but just because you want to be the very best, like no one ever was (except lots of other people who smell your newbie blood in the water like some kind of disgusting land shark). Makes sense to maybe get even better at your chosen style. You know... before you're pithumped for malform kills.

Flowing River: You can now change those stances freely in combat, and have no lag when changing stances.

Hollow Palm: You land chakeras more frequently. How much more frequently? Don't be such a numbers nerd. More. Frequently.

Raging Fire: You saw how devastation zerkers kinda get off on being punched and seem to ignore the damage sometimes, and you thought that was neat, so you joined your local masochist dungeon group. Meetings are on Tuesdays. Bringing snacks is optional, but if you don't then people will silently judge you.

Inner Spirit: Releasing your chii now brings back your stored chii to one level lower than it was. So if you bolt at level 3, you now have level 2. Bolt again? Level 1. Bolt again? Why aren't they dead yet you scrub? But yeah, you're out of chii at that point. Learn to flee and return, ffs.

Iron Body: Once per 24 hours, while meditating in a defensive stance, you can regenerate hp in a series of cure light wounds.

Cobra's Reach: You get 2 more options.

    Handwraps: I know I already said it, but I really want to drill in the point that you monk players are all weaboos. And what weaboo wouldn't pretend that the bandages on their anime character's hands aren't also a weapon? And of course your protagonist can unwrap them instantly. And they are definitely durable enough to hold their enemy in place and prevent things like, oh I don't know, fleeing.

    Chains: Ever see one of those terrible kung fu movies where the bad guys just swing their swords around blindly, and then the good guy gets a chain, and the bad guys are all "LETS HIT THE CHAIN WITH OUR SWORDS! THAT WILL WORK!" and then proceed to be casually disarmed like a bunch of untrained bonobos daydreaming about kiwi and vending machine drinks? It's like that, but even more over-the-top fantasy, because this is a wish-fulfillment fantasy game. Hold the applause. 

Don't like this idea? That's ok. Everyone can be wrong sometimes. I won't think less of you.

I think if we are buffing monks flexibility and generally making them more survivable against their core banes, we should debuff their currently most powerful mage combo of bolt;trash;trip. I also think being able to re-chii bolt easier is seriously risky unless we tone chii bolt a little bit. 

Three things I'd change to make monks slightly less of "mage banes" than they are today, while still keeping them a very serious threat. 

  1. No air trash through protective shield. They already have a way to drop protective shield using chii bolt. Make them use it if they want to lag a cast/communer. bolt;thrash;trip, not thrash;trip against protective shield.

  2. Chii bolt needs a higher chance to fail. I posted logs in prayer at one point in other 30+ fights at 50, through -450 ac, I had 30+ chii bolts hit me and never once failed to lag me. All lagging skills should have some fail chance. 

  3. More chakeras? There need to a reasonable cap on how long you can log lack someone with strong AC. I was already regularly laglocked for 7-8 rounds regularly fighting Agmeel. Instead of more chakeras I'd have them build on each other so the first chakera has a much higher probability, but its becomes steeply lower probability so that its unlikely to get lag-locks longer than 3-4 rounds, but chakeras are overall more common. 

I do really like the idea. Right now, though, I agree monks are borrng, but they are also HUGELY powerful in very specific ways, and as we make them more exicting/powerful/interesting in other ways we should tone their power in the other areas. I worry that the monk rebuild above will basically be able to walk over any and all mages.

Edited

I personally think offensive/defensive empowerment should go, and monks should be able to switch between stances at will (for a small mana cost and a 2-round lag). That's just how martial arts works and this should be the fundation of the class: versatility.

Of course, the rest of the class's set should be balanced around this.

Edited

I want a monk with three chii bolts....

Just now, Zoichan said:

I want a monk with three chii bolts....

You're the sage of six paths, obviously.

STANCES because I totally forgot that part.

Remove empower. Gtfo crappy skill. Who even cares about you? NOBODY. 

Dragon Stance: Unchanged

Horse Stance: Unchanged

Drunken Stance: Unchanged

Tiger Stance: Rare HIGH POWER chakeras that can't lag, rare chakeras that can lag. Otherwise unchanged.

Crane Stance: Frequent moderate damage chakras that can't lag, rare chakeras that can lag. Otherwise unchanged.

Bhudda Stance: Chakeras transfer negative effects on the monk to the victim. Otherwise unchanged.

Monkey Stance: Unchanged mostly, just maybe grant an extra attack from how it works currently.

I thumbs up this idea.

I hope removing empower is given a serious thought.  It's an unnecessary and clunky step to stances, when you could just restrict skills to stances.  In comparison, BLM's have comparable upkeep, without having to empower.  This would also open up the ability to mix and match skills to stances; i.e. second parry to crane allowing a safer form of offense.

Also, I think there's too many defensive stances.  I'd like to see one-dimensional defensive stances (like Buddha) but replaced by skills or removed for more interesting gameplay.  Yes, there is a time and place to use defensive stances (tanking mobs for example), but again - I'd rather have interesting/fun choices to make.

Ideas I've thought about randomly that would make gameplay interesting and would capture part of the martial arts feel at the same time:

  1. Have chakeras cause an opening on the target.  The opening doesn't do anything on its own, but allows you to pick from 1-3 skills that either hit harder when an opening is in place or have a higher chance at landing a debuff when an opening is in place.  I remember someone mentioned that you could just use triggers to play it for you, but given a wide enough choice per opening, you wouldn't want to necessarily let the game play itself for you.  So then it creates a situation for the monk where they would have to play reactive to take advantage of openings or play aggressive to lockdown and finish their opponent.  New command skills added would be palm strike, sweep, .

Example: chakera strike is a kick against the side of the knee.  The opponent is carefully putting pressure on that leg.  An option to kick the leg again for extra damage.  An option to grab the leg and a dex/acc penalty.  

  1. Allow monks to cancel into stances, but this would give 1-2 hour window where both stances overlap and are currently active.  This should expensive mana wise and can be flee'd from.

There are 7 stances: 4 offense, 3 defense. 

Dragon - offense

Monkey - offense

Tiger - offense

Crane - offense

Bhudda - defense

Drunken - defense

Horse - defense

So not really a thing that there are too many defense. And they all cover a different aspect. Bhudda for magic, drunken for lots of attacks, horse for less frequent, but bigger damage, attacks. Problem is that all of the defensive stances suck except horse (and bhudda if trolling mages without killing them is your thing), and all of them unilaterally are boring af to play.

Bhudda stance is my favourite for fighting giants that out damaged me. It’s very under appreciated.

When it comes to monks, if you're not in an offensive stance, you've already lost these days.