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Originally Posted by Rogean
Blue and Red are now officially on the last patch of our timeline.
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Great patch! And congratulations on finally getting there after 8 years! One thing that I didn't see in the notes: isn't the 'immunities' patch pre-Luclin? That's a really important one for melee/caster balance IMO. Have you guys at least considered a 'post velious' patch with a few of the more pressing balance fixes? I kind of like the TAKP attitude where they fix a few broken things, perhaps something like making Eye of Zomm no-aggro, the real Blade of Carnage, the Blessed Coldain Prayer Shawl, and DoT stacking. I know, I know. I appreciate all the dev time anyway!
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Originally Posted by skorge
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Blue P99's new name: "Pick A Monk and Be a God Forever Server"
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It definitely stops at the perfect point for the Monk class. But I think a lot of the monk op-ness actually stems from unclassic server mechanics:
- NPCs interruptable with push (great for monks with lots of attacks and bad for knights and warriors with bash)
- NPCs not fleeing with unaggroed companions nearby, and not very aggressively (= snare unneeded)
- NPCs getting a new linger timer on reaggro, which trivializes FD splitting
- FD classes getting a ~2s no-aggro window on stand that lets monks flop around anywhere
- Increased blur chance rather than a flat 25%. This only helps monks because SK/NEC have to stand to re-FD.
If those are fixed (and if we could somehow get Eye of Zomm nerfed, which almost certainly won't happen, but I can dream) then Monks start to look a lot more mortal. Monks have been too far behind Rogues in damage anyway; Rogues blow even BIS monks out of the water by 30-40% most of the time. Monks will definitely be too tanky, but it will only be the 20 or so bushiest beards who got all of the Dozekar loot. TLDR: a White Lotus/Trorsmang monk is would be quite balanced IMO.