The monk class still needs some improvements, and by that I mean neither buffs, nor nerfs, but primarily improvement in terms of playstyle:
1. There are too many abilities that do basically the same thing. We don't need 3 fire ki attacks from adept of forms, master of forms, grandmaster of forms, etc. We don't need 3 of each; that's a lot of hotbar action slots being used to do basically the same thing. It's redundant. Instead, there should simply be a fire ki attack that gets upgraded each time you upgrade your stances, and possibly lower cooldown so that you can chain 3 of the same thing together faster without having to use basically the same attack on 3 different action slots of your hotbar.
2. The fists of light finisher isn't worthy. Here's the problem with it: Heals require TIMING. If my group or anyone in it needs a heal right now, they will likely die by the time I complete almost 12 full seconds of different attacks to create a healing ki finisher. Instead, I'd recommend that we simply increase the ki cost of fists of light, and have it heal instantly when it is used. A triple combo finisher could do something like greater restoration. Fists of darkness could do the opposite, which is to say it could trigger negative energy burst, with a finisher that does level drain. This would enable players to make proper use of timing.
3. Almost none of the attacks have any indication that they worked, without viewing the toolbar. If a player uses fire ki attack, there should be some flames showing, ice should have something showing, so on and so forth. You can't even tell if you did it unless you see that it is on cooldown in your action bar.
4. Finishers that debuff, need to apply a visible debuff, just like they do with spells. If someone is poisoned, cursed, etc there is a debuff above their head. It would be nice if these had the same things so that we can tell if it works. Trying to examine the mob you are attacking to see if your ability worked or not is a bit tedious. For some reason, we get a visible debuff for fists of light application, but not any of the finishers
5. A luxury item would be some sort of display that shows you what portion of a combo you are in, in case you have reset your combo without realizing it by pressing a wrong button.
6. Players should be able to buffer combos, that is to say, enter them in advance to a degree. Of course only one combo at a time, but you get the idea. The reason players should be able to do this is because of the variation in attack speed. Players with faster attack speeds would benefit from buffering.
7. Finishers should not reset when interacting with objects. I can see having them reset after casting a spell for example, but seriously not for picking up a collectible. A monk can hold a finishing for all eternity as long as he doesn't pick up a flower. That makes no sense.
8. Finishing moves are often lost with no explanation and no apparent reason citing the message: "You have missed your special opportunity attack. I actually just looked this up and realized that this has been complained about before previously in forums. The reason this matters is because a finishing move requires the investment of ki and a precise combo entry.
9. Meditating to acquire ki should not take longer than resting at a shrine. That makes no sense. A spellcaster according to the lore has to have rested 8 hours; if we are assuming that resting at a shrine constitutes that span of time shortened so that we don't have to endure it in real life, then there is no reason that meditation shouldn't be finished by the time someone else uses a rest shrine. Is the monk really meditating for 12 or 16 hours??
10. Early game ki is super slow, and combo finishers are very difficult to pull off early game as a result. There needs to be an improvement in early game play for monks. For this, there is such a variety of things that could be tried, that I am not absolutely certain what should be done. Any new monk player will tell you though that it is difficult to use monk abilities early game. Ki generation, mobs dying before you can do a finisher, etc basically creates a scenario where the player doesn't really learn monk until he or she gets to the super tough enemies way later in the game.
None of this has to or will break the monk class, but it will make it funner, and easier to play, and easier to manage hotbars and their slots. Thank you