Let's see...
A nice change, but nothing important. It's fast enough in using that most players whom would be using it would be using it whilst jumping around anyway to bypass the issue.Inner Focus and Wholeness of Spirit now allow for movement during use
A welcome change. It was more of an emergency "oh crud" use this now ability than a commonly used ability. Now it might be more useful.Wholeness of Spirit has its cooldown reduced to 2 minutes
A needed change since a long time ago. Although given that the damage is along the lines of going from 250-300 to double (500-600), that's not really much of a change really. Especially given the high saves of enemies vs the other actives.Ki actives (the left column) now scale with the higher of Melee or Ranged Power
A welcome change, this will make Lotus, Blossom and Petals now viable instead of being ignored abilities or hope the enemy rolls a 20.Ki actives get Stunning bonuses added to their DC calculations
Excellent. Always was annoyed with them being unable to be used in anti-magic zones. Being the very few combat Destiny abilities to be affected so.Ki actives can now be used under Antimagic, as they are not spells
Not sure how I feel about this one. Because each of the Actives have their own effects, but really only the higher tier ones are of any use, for range, or effects they perform. Will need to see later how this pans out, but I think each of the Actives needs a minor modification to make them each stand out against each other and hence are just as viable as each other if you can only pick one. Right now, you never pick the lowest ones because they only deal damage and hardly any in the first place.Ki actives are no longer linked in a line
Nice, but again. Minimal damage numbers change, means it can scale to twice the amount or even more, but it means little overall because the numbers involved whilst increased from before, doesn't scale well with cost (Destiny Point that is more worthwhile in something else instead) vs enemies it is applied against (where extra base damage would do more in the end).Lily Petal and Orchid Blossom now care about levels 26-30 in terms of scaling with character level (was previously capping at 25)
Really? Lily Petal grants Ki on activation? That's a new one. This should be interesting. Henshin Mystics with ranged Ki Strikes and high Ki Regen could in theory make use of this, as there will be enough Ki to fight at range with the Ki actives and ranged abilities then. Interesting...Lily Petal now grants 5 Ki instead of costing Ki
VERY nice...A Scattering of Petals no longer grants Dodge, and instead grants +100 PRR and MRR for 12 seconds.
Except... Monks have a cap of 50 MRR (as others have already pointed out). And since tests I've done show that having temp increases without increasing the cap does nothing, you can give +9001 MRR and it wouldn't make a single bit of difference. And since you can't Twist it either as it sits on T6 as an ability, you're really only giving players +100 PRR and +50 MRR at best out of that.
+100 MRR Cap (temp) is required as well for this ability to make it stand out. And stand out it will if this is also added.
Why +100 and not +50? This is because there are some players with Monks sitting at +100MRR already, to only give +50 MRR Cap would make this only half effective. And so ideally, you need to give a temp MRR cap boost of +100 to make this fair for everyone who would use it.
Interesting, so it's basically becoming a debuff option as well whilst allowing GMoF players to wade into the middle of battle, not get killed in one hit from the extra PRR and MRR but also not be TOO far into the heat of things so as to allow a bit more leeway for players less tanky to debuff as well. Potentially very useful.A Scattering of Petals also reduces enemy Fortification by 200% for 12 seconds, and affected creatures lose immunity to Sneak Attack for that duration.
A Scattering of Petals now has a detect the same size as Drifting Lotus (i.e. twice as large).
A Scattering of Petals now has a 90 second cooldown.
Very nice. Although, might I recommend that those who are Centered gains a tiny bonus on top? I think someone else suggested this as well. As it seems like the Devs decided to just make everything suitable for Twisting instead and forgot about what your own design goals was as well: To make it suitable for their usual architype to benefit from it suitably as well. Which this currently doesn't seem to do.A Dance of Flowers is now 0.25[w]/0.5[w]/1[w], but no longer requires you to be Centered.
A +0.25 or +0.5 or even a +1.0 (or a bit more) on T3 for Centered might be worthwhile. Also it makes it a tough choice for players as well. Do they build their toon to be Centered viable as well? Gaining more base damage that way by using TWO Twists? Enlightnment and A Dance of Flowers? Or keep just the one?
Nice. Having the secondary passives available stance agnostic is always good.Running with the Wind now adds 2/4/6% Doublestrike to everyone (no more stance requirement)
Walking with Waves no longer requires Ocean stance for its Dodge bonus
Standing with Stone no longer requires Mountain Stance for its PRR.
Dancing with Flame no longer requires Sun Stance for its (w) bonus.
No direct comment on this one, so I'll skip this one. Although the boost is always a welcome change.Hail of Blows now adds +3 melee damage in addition to its doublestrike
Umm. You're joking right?Everything is Nothing moves to a 3 minute cooldown, no longer requires charging.
Everything is Nothing now has a smaller detect (double the size of Drifting Lotus, but still smaller than its existing version), and hits a maximum of 4 enemies. This is for both balance and performance reasons, as it significantly taxes the game on use & will now be used more frequently.
Bwahahahahaha!
5 minutes to 3 minutes, now warrants a smaller size AND a limit of 4 enemies?
Has the DC been removed from it? So it 100% kills every time its used?
Or has Stunning Bonuses been now applied to the DC?
Or does it include bosses? That'll be great too.
If it doesn't. Why would ANYONE take this?
Right now, EiN is a tactical ability. Barely more than 2 characters per raid group carry this, because it's faster to melee/range/insta things to death instead. But it's great as a major "Oh Crud" moment to give everyone a few seconds to help recover something going badly wrong. If you happen to have heavy Wisdom investment without being a gimp in another important ability, then you might get enough Wisdom to make it semi-reliable to take out some enemies whilst the majority simply remain stunned for 6s before taking some untyped damage.
A reduction of size. Fine. A smaller area of effect means GmoF players need to play more tactically. But a reduction of how many enemies it can take out? When you also have SO many enemies that like to Phase/Immune (Red Named) as well? And so the EiN won't work on them and waste it?
You might as well remove the ability and make an excuse saying that it's for "balance" reasons instead. Because right now, that limitation of 4 enemies is really hurting it. ONLY if it was no save every 3 minutes, would that even be considered useful equatable to how it is right now, because it is then a tactical ability that you need to consider, plan and use correctly. But when used, it gives difinitive results.
In short, not feeling this change. And if it goes live. It'll be the first time my main has dropped EiN from their repertoire since 2012 when MotU came out. (Yes, I've used it that long, so I know all the in's and out's of it, and also know its weakness' too. And this change will kill it hard as it reads in this post).
You've given an attack inside an Epic Destiny. That does... damage only? Most Enhancements these days has something more, and some even on lower cooldowns. Unless there is something else to this ability, this seems like a wasted spot inside the Destiny. A % chance to slow a target down would be good given the name.NEW: T2: The Flower's Thorn: +3[w] attack. 6 second cooldown. Does not require Centering. Has cool petal FX. (1 Rank, 1AP)
Always good for those not Centered to get something more melee out of this Destiny.NEW: T5: Devastating Critical (+1 Critical Multiplier on a 19-20) (1 Rank, 1AP)
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Overall, I like most of the changes proposed. But the EiN change I'm OK with the range change, but NOT the number of enemies affected change. That needs to go back and get redone.
J1NG