OK first no monk special attacks while dual weilding kamas ala PnP 3.5e rules
then no greensteel handwraps
then lame excuse for no greensteel handwraps
then promise of transmuting handwraps
then no transmuting handwraps
Then nerf transmuting for anyone that doesnt have Min tier III and still no greensteel handwraps.
Just when you thought OK they gonna fix things in mod 9 cause they promised a ring for monks to use greensteel properties while using handwraps...... but they nerf us again
the new rings cant craft tier three effects onto them so monks still get no Lightning tier III or min Tier III or any of the other shroud advantages that every other race gets unless they want to use kamas where they get major disadvantages (lower dps lower crit range unless they take slashing instead of bludgeon for crit).
Please someone from the Turbine Dev team explain how this fixes the problem with monks DPS?
Oh and now the only advantage a monk had (High Ac) is nerfted cause of grazing hits while yes they dont hit often now that they changed the DC (if you will) for it.
...................
All i want is a couple answers as to how you are gonna make it up to Monks?
1) will we beable to poperly use kamas with our flurry attacks?
2) will we be getting some other ring i don't know about that is a greensteel weapon type? and do you realize that we already have no advantage taking more ring slot needs away from us (where do i put my chattering ring now that another raid item is forcing that slot ... do i take off my con ring?)
3) will you be making Greensteel handwraps after all ... just because current handwraps cant be coded doesnt mean you cant make greensteel handwraps it just means you have to code them differently then you do regular handwraps. If current handwraps are coded to be like an item that gets its properties from the weapon lists for random loot tables which then get added to our hit with fists dice then why cant you just make Monkwraps (notice the different name) and code them to be weapons base them on there level for damage type (so if a monk at lvl 16 gets ____ damage dice then increase that once over and make it static rather then progressive like monk damage per level is suppost to be.) so that we can get the tier III shroud advantage like everyone else.
These are major issues not minor they need to be fixed ..... as is the hate for monks is great because of the lack of these gamebreaking disadvantages you have placed on monks.
please tell me how you plan to fix them and a timeline.