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Monks.

WHAT?! How come when I complained about it' date=' it was ignored. In this situation it seems like the communer died within only a few trips (my guess is that his eq wasn't up to par). In my situation there was much less speculation as I also provided half of the log, a barbarian monk tripped me for [b']over sixty rounds that's thirty trips and I was unable to enter a single command as a human, not even a single failed flee. The damage he was doing were injures compared to mine but he caught me without sanctuary. His sanctuary even failed during combat and he had enough time to go back into sanc (provided it was an in-battle consumable) and continue tripping.

A Barbarian isn't a garden variety monk is it. No. Just because a caballed monk put his foot up you @$$ like Red in a bad mood doesn't mean the base class should be changed.

The way you all jump on the bandwagon here is great - one person dies and probably in a lucky lag lock and monks are too strong. Give me a break. Monks were too weak, now they are too strong. Go figure. When I see 548927549383487129 human monks wandering around lvl 50 wiping out the rest of the FL populace because they can't enter a command I'll believe its overpowered. Except I'm never going to see that am I - because monks are only that strong under certain conditions. Like any other class actually - if you fight them at their peak they beat you up.

L-A

My comment was not meant to imply that monks are overpowered or need toning; rather, that I think the monk class as a whole could do with a substantial reworking (and honestly, power-upping).

My comment was not meant to imply that monks are overpowered or need toning; rather' date=' that I think the monk class as a whole could do with a substantial reworking (and honestly, power-upping).[/quote']

Exactly my position as well. I've played monks. They're not overpowered. I just don't like how the class is built around just lagging your opponent to death.

Give monks more hp. Lord knows they need it.

RE: Pali, Raarg

I'm curious what ideas you have to change the monk class. Lets get the communication open!

i was thinking auto-hellsteam once per round

The problem is I don't really have any concrete ideas regarding how to change them that wouldn't be a total remake of the class... they'd end up nothing like they are now.

Basically, my gripe is simply that I do not like that the basic monk strategy is pretty much pick the right stance then just lag your opponent to death. Yes, prepping correctly requires some strategic thinking, but it's thinking that ALL classes have to deal with... for the monk it's just more critical. Once a monk enters combat his plan is basically laglock, regardless of who he's fighting (maybe a dirt/disarm, preferably while chakera lagging, vs melees first). I've got the same distaste for a warrior's tactics vs rogues being poison self to avoid bj/strangle then bash. There's nothing to that combat except whether the laglock holds or not. I want there to be something more to the class.

I just don't know how to do it, especially not without it being a total changing of the class away from what it is now.

I just don't know how to do it, especially not without it being a total changing of the class away from what it is now.

Purely a brainstorm, give each monk stance a few, maybe three commands to use from within the stance. Then you have choices. Maybe give some lag moves, but not enough to completely laglock every time.

Purely a brainstorm' date=' give each monk stance a few, maybe three commands to use from within the stance. Then you have choices. Maybe give some lag moves, but not enough to completely laglock every time.[/quote']

I was thinking similar.

And Pali, I was asking for your remake ideas.

I have absolutely no idea how to remake the class into something different, though I want to offer ideas myself. So I was hoping you could get the idea juices flowing.

My only concept for remaking monks would be to remove chakera strikes (burn me at the stake I know...) and instead give them a semi-critical strike like skill. Dependent on anatomy still, but now that I'm a known idea thief...make specific strikes for specific stances. Something like blind flurry for drunken where they randomly lash out with like 3 attacks of variable damage, average accuracy at best, and has a random chance to hit any of the people in combat against the monk. Maybe something like precision strike for crane...small -str effect since I kind of envision it hitting the wrist or elbow or something. Something like joint lock for horse. Like a semi-counter that does some damage over a couple of rounds and maybe takes 1 attack from your opponent (I really just want to find some way to mix jiu-jitsu into this game). My personal favorite D&D monk technique quivering palm needs a home in there some place, maybe tiger or dragon even though they both don't seem right to me.

I would like to see something similar to what twin blades suggested. Give monks the ability to choose stances/styles to specialize in and make sets of moves for each particular one. Then you can keep the basic combat stuff. Oh and dmg needs to be toned up....they do like injures through sanc and maybe the occasional maul/decimate. Which just sucks compared to any other class, despite their ability to lag (which is not really reliable according to other people, I haven't played one in a while).