So I was thinking. What single change could make Monk damage on par OR better with the other heavy melee DPS classes like Barbarians/Rogues/Rangers? Someone told me if there was a way to raise Monk Critical handwrap Multiplier, or perhaps having their critical range increase would alone fix the issue. Meaning being able to have a Monk with fists that would do something like "1d20x4 18-20"(16-20 with Improved Critical) would do the job. However, I always pictured Monks being a class that hits fast, many times, picking off enemies in a... Flurry of Blows.
So I figured - Hell, if only they added like, a 40% Monk increase in attack speed(Then the addition of any stance/haste buffs ) would do the job ; ) as well as make them unique. Of course 40% is JUST a number a honestly pulled without using any Math.
BUT! What are you estimates, figures, and suggestions? I would like to hear it, because IMO a Monk should be DPS/Support. All the other main Melee classes can do multiple things - while adding great DPS. Rogues can do very nice damage while disabling trap - which any group seriously thinking of doing most quests would be silly not to pick up one. Rouges are valuable and worth their weight in Platnium to any group... Barbarians can Off-Tank while doing some massive damage, and are very hard to bring down with their high HP. Rangers - I honestly don't know much about to tell you the truth - I don't understand how they can even outdamage us Monks ; ) hehe. But at least they finally have some love, as back in the day when I played two years ago Rangers were considered the worse class in the game.