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  1. #1
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    Default When you think Devs hate Monks.

    As I play once in awhile I think this.
    The most recent is when I looked at the Epic Quiver of Alacrity.
    I'm going, nice I could use that, then I see -50 Concentration.
    And I go ***.

    Feel free to post your recent moments when you go ***, do devs hate monks.

  2. #2
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    Quote Originally Posted by Tianie View Post
    As I play once in awhile I think this.
    The most recent is when I looked at the Epic Quiver of Alacrity.
    I'm going, nice I could use that, then I see -50 Concentration.
    And I go ***.

    Feel free to post your recent moments when you go ***, do devs hate monks.
    Get the non-epic version, you still get 30% striding.

  3. #3
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    At the time that adventure pack was released, Monkchers were incredibly popular, debatably OP, and apparently needed to be taken down a peg. Not that I was playing at the time, but that's what veterans have griped to me about the good old days

    With the upcoming bow pass and Horizon Walker, I wouldn't be surprised if they became particularly good once again. Their trees are still garbage for ranged builds (which frees up a ton of AP) and they still get so many inherent class goodies

  4. #4
    Community Member devashta's Avatar
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    Quote Originally Posted by Tianie View Post
    As I play once in awhile I think this.
    The most recent is when I looked at the Epic Quiver of Alacrity.
    I'm going, nice I could use that, then I see -50 Concentration.
    And I go ***.

    Feel free to post your recent moments when you go ***, do devs hate monks.
    Huh what? The amount of time devs have spent on Monk class is disgusting - right from the very beginning. I have played during the monk era where you literally have to be a monk or monk splash to be worthwhile playing at any level.

    Monks can go die & rot as far as I am concerned.

  5. #5
    Community Member Logicman69's Avatar
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    Quote Originally Posted by devashta View Post
    Monks can go die & rot as far as I am concerned.

    Well then, no monk buffs for you then!!! lol

    Monks do seem to get tweaked more than any other class in the game. I am guessing some of the game designers REALLY love playing monks. Honestly, they don't need much to make them viable again (I miss the days of my monk being able to main hate tank anything). Just give us a bit more MRR and we will be happy. Is that so hard?
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  6. #6
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    Quote Originally Posted by Logicman69 View Post
    Well then, no monk buffs for you then!!! lol

    Monks do seem to get tweaked more than any other class in the game. I am guessing some of the game designers REALLY love playing monks. Honestly, they don't need much to make them viable again (I miss the days of my monk being able to main hate tank anything). Just give us a bit more MRR and we will be happy. Is that so hard?
    This. Making small positive balance changes seem to be very difficult, instead we end up with total do-overs. They have gotten better though, see e.g. cleric and arcane spell passes, which were very (arguably too) minimalist.

    There are monk changes being worked on if the leaks are to be trusted. The entire finishing move system badly needs a make-over, so it feels warranted in this case. However, I can't help but wonder if their overhaul will also mess with the few good things monk currently has (e.g. Whirlwind, Abundant step) just to satisfy the fancy of the designer. Low-level whirlwind already accidentally got slowed down by the cleave attack speed improvements, and they haven't done anything to fix that yet.

    Besides the MRR cap, I personally wish they would reduce the latency of the monk combat animations (esp. in stealth), but you can't present those kind of improvements as a diagram of colored boxes, so I'm not holding my breath.
    Last edited by LurkingVeteran; 03-04-2021 at 12:14 PM.

  7. #7
    Bounty Hunter slarden's Avatar
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    At the time the Epic Quiver was made, monk throwing builds were the FOTM build - definitely the #1 dps build and arguably the best overall build at the time.

    I think this is the reason they did it to try and help out all other ranged builds that were fare behind at that time.
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  8. #8
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    Quote Originally Posted by Discpsycho View Post
    At the time that adventure pack was released, Monkchers were incredibly popular, debatably OP, and apparently needed to be taken down a peg.
    Quote Originally Posted by slarden View Post
    At the time the Epic Quiver was made, monk throwing builds were the FOTM build - definitely the #1 dps build and arguably the best overall build at the time.
    Even if their goal was to make it unusable for the Monkchers and Monk throwers, the -50 Concentration was a bad way to do it. Everyone else, non-Monk, who casts spells (Rangers, for example) or uses scrolls (everyone except Barbs?) gets caught in the crossfire.

    They could have just had an effect that "This item uncenters you" to achieve the same thing with respect to Monks without unduly punishing everyone else, too.
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  9. #9
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    Quote Originally Posted by SirValentine View Post
    Even if their goal was to make it unusable for the Monkchers and Monk throwers, the -50 Concentration was a bad way to do it. Everyone else, non-Monk, who casts spells (Rangers, for example) or uses scrolls (everyone except Barbs?) gets caught in the crossfire.

    They could have just had an effect that "This item uncenters you" to achieve the same thing with respect to Monks without unduly punishing everyone else, too.
    Yeah, but then you would have ruined all the Monk Zen Archers.
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  10. #10
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    When I saw MRR cap of 50 for clothing/robes is when I figured someone at Turbine/SSG had it in for Monks.

    My monk used to be my main/favorite toon. Not anymore.

    Not sure why I still have the twin kamas as my avatar.
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    The release notes themselves are essentially the same as was seen on Lamannia most recently.
    This^, in so many words, is how you say time and feedback on Lamannia are wasted.

  11. #11
    Community Member Logicman69's Avatar
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    Quote Originally Posted by Arkat View Post
    When I saw MRR cap of 50 for clothing/robes is when I figured someone at Turbine/SSG had it in for Monks.

    My monk used to be my main/favorite toon. Not anymore.

    Not sure why I still have the twin kamas as my avatar.
    Same.. my main was a monk since monks were released (you think monks are bad NOW.. they were horrible back then, but I had a useable support build that got me accepted into raid groups). My monk is now an Aasmir THF Fighter build. More DPS, more survivability, and can stun just as well as my monk could.
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  12. #12
    Community Member Epicsoul's Avatar
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    Quote Originally Posted by Arkat View Post
    When I saw MRR cap of 50 for clothing/robes is when I figured someone at Turbine/SSG had it in for Monks.

    My monk used to be my main/favorite toon. Not anymore.

    Not sure why I still have the twin kamas as my avatar.
    Agreed. The current end game content has not be friendly to MRR 50 capped characters. There are too many effects that don't have a save. Monk is my favorite class, but I don't play one in this state of the game.
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  13. #13
    Community Member Bjond's Avatar
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    Quote Originally Posted by Arkat View Post
    MRR cap of 50 for clothing/robes [..] used to be my main/favorite toon. Not anymore
    Quote Originally Posted by Logicman69 View Post
    Same.. my main was a monk [..] is now an Aasmir THF Fighter
    Quote Originally Posted by Epicsoul View Post
    MRR 50 capped characters. There are too many effects that don't have a save. Monk is my favorite class, but I don't play one in this state
    Can add me to that list, too. Even my thrower is no longer a monk and it's ONLY because of the 50 MRR cap. It's just not fun to be randomly one-shot by no-save spell damage.

    Monk is quite literally the only class in the game forced to wear cloth. Even sorcerer and wizard have extremely viable non-robe options and my caster uses them purely for the MRR cap issue.

  14. #14
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    Quote Originally Posted by devashta View Post
    Huh what? The amount of time devs have spent on Monk class is disgusting - right from the very beginning. I have played during the monk era where you literally have to be a monk or monk splash to be worthwhile playing at any level.

    Monks can go die & rot as far as I am concerned.
    you are quite as mature as this persona of mine. Which is a really, really sad thing.

  15. #15
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    Monks are actually in a surprisingly good spot at the moment. You can solo r10s, and carry end game groups of fantastic players through any level of difficulty. There is nothing a skilled monk cannot do. You can tank, heal, cc, instakill, dps all at the same time. You can keep a group of mobs chain cced forever, you can land instant kills on mobs in all content both single target and aoe. You have enough heals to be a healer in a group in r10s, or can tank if you have someone healing you. As for raids you bring stacking debuffs which alone bring more dps to a party than anything else in addition to having phenomenal single target dps. 5k front number with another 1k sneak attack with full offhand and doublestrike. As far as getting killed by a single spell? Thats something you need to play around. Make sure the casters are always cced or have spell absorb on, or simply never stop moving and you dodge 95% of spells.
    Last edited by Entyri; 03-05-2021 at 07:09 PM.

  16. #16
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    Quote Originally Posted by LurkingVeteran View Post
    This. Making small positive balance changes seem to be very difficult, instead we end up with total do-overs. They have gotten better though, see e.g. cleric and arcane spell passes, which were very (arguably too) minimalist.

    There are monk changes being worked on if the leaks are to be trusted. The entire finishing move system badly needs a make-over, so it feels warranted in this case. However, I can't help but wonder if their overhaul will also mess with the few good things monk currently has (e.g. Whirlwind, Abundant step) just to satisfy the fancy of the designer. Low-level whirlwind already accidentally got slowed down by the cleave attack speed improvements, and they haven't done anything to fix that yet.

    Besides the MRR cap, I personally wish they would reduce the latency of the monk combat animations (esp. in stealth), but you can't present those kind of improvements as a diagram of colored boxes, so I'm not holding my breath.
    The devs have done a lot to nerf monks despite them never eclipsing casters for the majority of the game. Handwrap heroic dice nerf, henshin melee power nerf, Whirlwind attack animation speed nerf (this was framed as a buff during development but ended up just being a nerf for heroics), Universal cooldown implementation. There used to be a time that monks were a fun very fluid class to play but due to the constant tinkering much of their charm has been chipped away at. If the finishers and elemental attacks ever get a facelift to scale usefully into epics and they make it so that you don't constantly lose your finishing move every time you touch something maybe I'd be excited about upcoming changes but if history is an indicator it will probably just be a nerf.

  17. #17
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    Quote Originally Posted by Entyri View Post
    Monks are actually in a really good spot at the moment. You can solo r10s without too much trouble and carry end game groups of fantastic players through any level of difficulty. There is nothing a skilled monk cannot do. You can tank, heal, cc, instakill, dps all at the same time. You can keep a group of mobs chain cced forever, you can land instant kills on mobs in all content both single target and aoe. You have enough heals to be a healer in a group in r10s, or can tank if you have someone healing you. As for raids you bring stacking debuffs which alone bring more dps to a party than anything else in addition to having phenomenal single target dps. 5k front number with another 1k sneak attack with full offhand and doublestrike. As far as getting killed by a single spell? Thats something you need to play around. Make sure the casters are always cced or have spell absorb on, or simply never stop moving and you dodge 95% of spells.
    Im intrigued.

    What does "5k front number" mean? Are you suggesting every noncrit you land does 5k damage?

    Is this a standard wisdom-based handwrap build?

  18. #18
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    Quote Originally Posted by MaeveTuohy View Post
    Im intrigued.

    What does "5k front number" mean? Are you suggesting every noncrit you land does 5k damage?

    Is this a standard wisdom-based handwrap build?
    It means the front number on a non crit is about 5k. Its fairly typical for a raid boss with good debuffs. Standard? Not really but on a good toon with good gear definitely doable.

  19. #19
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    https://ibb.co/CvVxJnG

    That should be a link to an image of what i mean but Ive never had much luck uploading images here
    Last edited by Entyri; 03-04-2021 at 11:46 PM.

  20. #20
    Community Member Vish's Avatar
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    That’s one nice debuff

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