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    Default Monk issue List

    The list

    I would like to see the issues broken up into

    General - Defense

    General - Offense

    General - Group

    General - Misc


    All the general issues are related to all monks.

    Then a section for each of the 5 monk types.

    Once the list is complete I will create a support ticket with the list and a link to the topic, as well as PM the thread to a dev or two


    I will begin using the Identified issues from the thread I started some time ago.

    General - Defense
    • Evasion/Dodge - No evasion nor dodge techs
    • Less Hp/level than all other melee classes. We only get 18hp/level which is low for someone who is expected to stand toe to toe with the opponent.
    • Damage avoidance - Evasion is still only reliable vs mobs 20 levels below the player
    • No monk/disciple specifc defensive self buff, Other than 10min flow like water.
    • Evasion effect seems random
    • Flow like water applies +40 to dodge however with increased mob weapon skills it is unlikely a monk will win the evasion vs mob weapon skill contest so the +40 dodge mostly does not help.
    • Iron Body does not override True Grit V when it should because it provides considerably more armour.
    General - Offense
    • Low damage output, even when accounting for speed we come out under EVERYONE/THING
    • No class offensive self buff's
    • Unarmed mastery delay seems to take 20+ levels to lower delay
    • Attacks that work with multipliers don't work well for monks eg critical strike which is tier*normal damage our normal damage is so low that our critical strike damage is laughable. Same applies to multistrike.
    • Due to our rapid attacks at less damage we are more affected by our foes armour. We hit more and each hit incurs the armour based damage reduction, This is part of why our damage is so significantly less than other melees.
    • Flurry I/II/III affects as the most, we already have way lower damage than other melee's It gets reduced more by flurry then we also have the damage reduction caused by armour.
    • Low strength when strength seems to be a major factor in damage calculations 6/level is low for a melee school
    • Handwraps 2 handed weapon without the benefits all other two handed weapons have.
    General - Group


    General - Misc
    • Having specific armor like robes and headbands
    • The on character effect (glowies) for disciples often disappears after porting
    Flame Disciple
    • Aura of Flame I - The ability does very little damage, Allows others in the party with you at the time its activated to buff other people they group with
    • Lacks a visual component when used.
    • Fists of flame is doing very little to no damage to high armour mobs thus negating the benefit of being a flame disciple
    Ice Disciple
    • Ice Armour - 50 Armour is not a huge diference, The tier 2 version is broken (can this be confirmed?)
    • Ice Tomb and its Companion ability Shatter do not work. Largely because Ice Tomb is broken
    • Ice line - The ice line is rather weak. 2 roots (one reduces fire damage). No repeating bolt. Long delay on spells that are worth using.
    • Group ice armour has no icon and shows in the effects area as a blue box.
    Monk
    • For the most part Monks offer little to a group. Monks can't tank effectivley and are not High damage dealers.
    Spirit Disciple
    • Pillage spirit (10min recycle, transfers 100% of damage to attackers health) - Often misses and considering our damage for one hit 60-80 health doesn't help, Timer should be reduced or effectiveness increased
    • Other than Spirit punch no frequent use attacks that are class specifc (common to most classes).
    • Many abilities we gain at a much later level than other spirit users. EG Area Siphon I at level 76, this is gained at 14 by a Pure spiritist and I think 27 for a reaver.
    • Vampire fist visual effect needs to be the same black and purple that spirit bolt uses, then it would look like a "spirit" effect.
    • The Siphons (ability) we get are low level and late in the game by the time we get them they are of little use.
    • Instant Transfer III gained at 90 Heals the target for 200...
    Storm Disciple
    • Stunning blow - Is less effective than lightning claws, no point having abilities that are less effective than normal attack.
    • Clap of Thunder - AE 3 second stun 10 minute timer, not as effective as a AE root
    • Static Aura grants all the group members in the near by area the ability to grant static aura.
    • Lightning claws sound seems to repeat endlessly and is very annoying
    FIXED
    • No icons for our chains
    • Weapon socket. We have none.
    • No kick animation, even if it uses unarmed just a kick animation would be nice Our chains have some kicks now
    • No use of the left arm.
    • No trainer tasks post level 30 for SPRD (im told)
    • Ki Strike - This currently buffs enemies with the same effect as Gift of Alc
    • Spirit punch (instant hit deals etheral damage) - This ability does less damage than a normal attack even against targets with out etheral armour.
    • Freezing Touch I has 50% chance to slow down a mob
      Freezing Touch II has 20% chance to slow down a mob.
      Freezing touch III has 30% chance to slow down a mob.
      So clearly version I needs to be fixed.
    • Defy Flame III is the same as Defy Flame II
    • UAM 21 (100) does the same damage as 20 and less than a level 95 (Essence leather) handwrap
    • Defy Spirit Values are incorrect
    • Iron Body (+100 Armour for 1 min) - Is not effective considering its a level 70 ability.
    • Ice armour - Conflicts with Iron Body
    • Iron Body Overwrites Ice armour II which provides same protection but more etheral
    • Spirit Punch is on a shared timer with cleric ability smash
    • Iron Body over writes earthen crust which is more effective
    • Class quests after the merge are not able to be completed.
    • Spirit form seems to conflict with earthen crust V. Wasting spirit form until its recycled
    • Firestorm is equivilant in damage to a t1 mage spell and is a level 90 ability.
    • Burning fist appears to be broken
    • Fire sheath is not on par with other damage shields
    • Group ice armour Or Ice armour appears to be masterable
    • Numbing cold not associated with Ice skill
    • Numbing cold is meant to be an area slow down ability but the slow down effect is barely noticable and it only affects one target.
    • Pillage Spirit does not work at all says 'You must fight with spirit' when you try to use it
    • When one gains stunning blow III it only stays until relog. After that you are reverting to II until you gain IV
    • Static Aura will no longer "spam" the user if someone has energise.
    • The delay cap on attacks (1/sec) prevents us reaching our true speed of attack. While our weapon weilding companions get faster and faster we hit a brick wall and do not get faster.
    I'll try and get this updated and keep it up to date at present it is better than nothing.

    PM or post in this thread updates.
    Last edited by evilkarl; April 28th, 2006 at 12:00 AM. Reason: update for lightning claws and others
    Zodias of Order
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    Monk Issue List

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