Diablo® III

PLEA for monk @BLIZZ

I believe there are weapon animations in the beta. If you change your left-click spirit-generator skill, during the cooldown hold shift and left-click. I believe he uses his weapon.

For the skills, I would be happy if he sheathed everything but fist weapons and daibos. The fact he pulls out a daibo for Tempest Rush even though he may not be carrying one doesn't really bother me. I mean the guy can summon a huge !@# bell on his enemies for god's sake. Summoning a daibo should be child's play lol.

Also what do you guys think about using non-class specific weapons with his skills? Maybe if he attacked with the hilt of the sword instead of the blade. Thus they could keep the original animations but turn his wrist. For axes he could grab right under the axe's blade and bash them with the end of it. Just an idea.

I'm sure Blizzard will do something before the release date if they haven't already.
Edited by Rokit#1503 on 4/24/2012 10:03 AM PDT
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Awesome! I complained about Monk's impotent-ness with being able to use awesome melee weapons in a separate thread, but with my luck no one had noticed it.
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04/24/2012 08:45 AMPosted by Dergs
But seriously... the level of polish I expect to see in a blizzard game just isnt there... and considering that the game is releasing in 3 weeks, I doubt it will be come launch.


That's actually the worst part, I never thought we were gonna see a Blizzard game, that have been rushed to release. Which is kinda sad, that was one of the key feature about them, one of the selling points for me.
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I can totally respect that monks have special combo attack animations for their skills and that it would take a lot of time and effort to try to get his equipped weapon into the animation.

Don't get me wrong, his attack animations by themselves are impressive and visually stimulating.

But it's sooooo tacky looking for him to be carrying weapons and then suddenly sheathes them to start punching then whip them back out after.

Possible Solutions:

1. Don't have the monk actively hold his equipped weapon(s) in his hands just simply have them on his belt or his back. (seems to be the "favorite" so far)

2. Have weapon attack animations for only the monk specific weapons (fist weapons and daibos).

3. Allow a class specific Monk gameplay option toggle to hide/display currently equipped weapons (like they have for helms) so once again it doesn't look so tacky.

4. Allow vanishing dye to be used on weapons.

5. Add a dedicated "claws or knuckles" type of visual for all weapon types with the monk. (would reduce noticeability of the sheathe part between attacks)

6. Only animate monk specific weapons to spirit generators and sheathe/hide all other weapon types.

If anyone else can think of any suggestions please chime in.


Every single post (including my own) that's not straight-up !@#$%ing seems to be a repetition of this one...the thread starter.
I think the point has been made, now people are just adding their names to the list.
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I don't have any problem at all with the Monk's animations.

I don't see how it is a big deal. Its a game. He uses weapons, but is a monk, and his abilities are basically all MARTIAL arts.

I truly don't see the big deal. I loved playing the monk.
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Adding my name to this list.

Also, Barbarian attack animations for his melee skills have weapons of all types displayed. Are you suggesting that Crippling wave or Way of the hundred fists are somehow harder to animate with weapons than Cleave or Frenzy? Cleave and Crippling wave are both "Sweep" style attacks while WotHF and Frenzy are both fast multi hit skills.

This doesn't sound like a "can't" so much as a "Won't" From Blizzard. The Barb proves that such animations CAN be done. They just choose not to.

And yes, that, along with the complete overhaul of the rune system, the lack of items in the game guide, and several even more nitpicky things make D3 FEEL very rushed indeed. Here's to hoping that it is just a feeling, and come the 15th we have a great finished product on our PC's.
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I just skimmed through random pages of the thread.

You guys are ridiculous. The class is totally playable and fun. Teleporting weapons? No, he's a monk, using his monk abilities, in a video game. The weapons go invis, simotaneously the monk is performing an ability that looks awesome, then they come back as he goes back to ready stance, before he is even idle.

The monk is absolutely fine. I went into the open beta knowing about these complaints for the monks animations, and still saw nothing wrong with them.

Now imagine someone who doesn't even use the forums. This topic is moot.
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90 Orc Death Knight
9465
I just skimmed through random pages of the thread.

You guys are ridiculous. The class is totally playable and fun. Teleporting weapons? No, he's a monk, using his monk abilities, in a video game. The weapons go invis, simotaneously the monk is performing an ability that looks awesome, then they come back as he goes back to ready stance, before he is even idle.

The monk is absolutely fine. I went into the open beta knowing about these complaints for the monks animations, and still saw nothing wrong with them.

Now imagine someone who doesn't even use the forums. This topic is moot.
You detailed the issue precisely, but didn't explain why that is "fine."
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I came up with a great comparison:

Imagine the barb got an awesome new skill -lets call it 'headbutt'.
It does 150% weapon damage, is fast and spammable, and generates fury...essentially the ideal replacement for a basic attack. But every time it's used (every single mouse click) he sheathes his axes and then equips them again.

If this were to happen there would be a thousand pages worth of complaints.

I've added my name to the list, now I'll just complain some more...

I can't help but think that the people who are willing to let this slide have already got other classes in mind, and just don't get it (I know there are exceptions, and that's also cool)

1. Quite a few people who will be playing D3 will have played D1 and D2, and know that building a character up means pouring hours and hours into the perfect build...and you can't invest effort into a character that's constantly annoying you.
2. The game is designed with immersion in mind, and crap like this detracts from exactly that.
3. This is not some indie title produced by some unknown company on a tight budget, if it were we'd (I'd) be way more forgiving. This is D3, a massive game that's been eagerly anticipated for a decade now.
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I just skimmed through random pages of the thread.

You guys are ridiculous. The class is totally playable and fun. Teleporting weapons? No, he's a monk, using his monk abilities, in a video game. The weapons go invis, simotaneously the monk is performing an ability that looks awesome, then they come back as he goes back to ready stance, before he is even idle.

The monk is absolutely fine. I went into the open beta knowing about these complaints for the monks animations, and still saw nothing wrong with them.

Now imagine someone who doesn't even use the forums. This topic is moot.


"fine" and "playable" sound a little mediocre...
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I just skimmed through random pages of the thread.

You guys are ridiculous. The class is totally playable and fun. Teleporting weapons? No, he's a monk, using his monk abilities, in a video game. The weapons go invis, simotaneously the monk is performing an ability that looks awesome, then they come back as he goes back to ready stance, before he is even idle.

The monk is absolutely fine. I went into the open beta knowing about these complaints for the monks animations, and still saw nothing wrong with them.

Now imagine someone who doesn't even use the forums. This topic is moot.


Thats the difference between you and some posters in here, they see a error with the design and general feel from a class thanks to the visual being poor created. You and most likely they rest who is fine with it, cant really argue why its fine other than you wont be looking at your toon. Or like your post not having and actualy reason for why its fine.

I don't have any problem at all with the Monk's animations.

I don't see how it is a big deal. Its a game. He uses weapons, but is a monk, and his abilities are basically all MARTIAL arts.

I truly don't see the big deal. I loved playing the monk.


The Daibo and Fist weapon are also MARTIAL arts weapons, specific for him. Still dont believe you see the point of the thread.
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I just skimmed through random pages of the thread.

You guys are ridiculous. The class is totally playable and fun. Teleporting weapons? No, he's a monk, using his monk abilities, in a video game. The weapons go invis, simotaneously the monk is performing an ability that looks awesome, then they come back as he goes back to ready stance, before he is even idle.

The monk is absolutely fine. I went into the open beta knowing about these complaints for the monks animations, and still saw nothing wrong with them.

Now imagine someone who doesn't even use the forums. This topic is moot.
You detailed the issue precisely, but didn't explain why that is "fine."


Because he's a monk using abilities along the lines of: "way of a hundred fists".

What do you guys expect? He looks badass. I don't lose the immersion when he's using his abilities. I like the way it is now as opposed to constantly being sheathed or replaced by fist weapons. I don't mind it being an option, but so many of you act like you won't play the class because of it. Absolutely out of line and beyond ridiculous.

04/25/2012 06:14 AMPosted by Lucky
"fine" and "playable" sound a little mediocre...


It's a non-issue. Not once during my monk gaming was I ever confused by the monk, or disheartened by his animations. So yes, to me, he is fine and playable just like the other classes of D3.

I'm not a settler, however I'm also realistic. Monk rules, you drool.
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04/25/2012 06:17 AMPosted by Rmpz
Thats the difference between you and some posters in here, they see a error with the design and general feel from a class thanks to the visual being poor created. You and most likely they rest who is fine with it, cant really argue why its fine other than you wont be looking at your toon. Or like your post not having and actualy reason for why its fine


I literally play this stupidly silly vanity game with my characters of all games, a lot.

The fact they added a zoomed in camera on my char for D3 made me !@#$ my pants. I LOOOOOOOOVE decking my guy out in gear and looking like a BAMF.

I even zoom in during fights where I know I'm in control and just turn on -cool- mode, syncing abilities with my armor all zoomed in... esctacy.

Visuals are freaking huge to me. I'm not sugar coating this, you guys having a problem with the monks weapons turning invis, for his specific monk-attack-abilities animations, indicates you most likely will never be pleased.
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Monk rules, you drool.


...I wonder which of the Monkey Island sword-fighting insults would serve best as a reply?
Edited by Lucky#1974 on 4/25/2012 6:35 AM PDT
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Eh, I noticed it and it's kind of annoying, but in the grand scheme of things it's very minor and something that would be nice if corrected but doesn't really affect anything.
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Possible Solutions:

1. Don't have the monk actively hold his equipped weapon(s) in his hands just simply have them on his belt or his back. (seems to be the "favorite" so far)


Yes, just add a toggle on the monk inventory page.
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04/25/2012 06:26 AMPosted by Ryzer
Thats the difference between you and some posters in here, they see a error with the design and general feel from a class thanks to the visual being poor created. You and most likely they rest who is fine with it, cant really argue why its fine other than you wont be looking at your toon. Or like your post not having and actualy reason for why its fine


I literally play this stupidly silly vanity game with my characters of all games, a lot.

The fact they added a zoomed in camera on my char for D3 made me !@#$ my pants. I LOOOOOOOOVE decking my guy out in gear and looking like a BAMF.

I even zoom in during fights where I know I'm in control and just turn on -cool- mode, syncing abilities with my armor all zoomed in... esctacy.

Visuals are freaking huge to me. I'm not sugar coating this, you guys having a problem with the monks weapons turning invis, for his specific monk-attack-abilities animations, indicates you most likely will never be pleased.


On one hand you say that aesthetics and visuals are paramount to you when you play D3 but in the other you say meh visuals don't matter on the monk. Uh ok? If you weren't planning on playing the monk then, like said above, you probably don't care and discard it as an issue. I also guarantee if this happened on the barb there'd be a poop-storm of capped threads crying foul play.

After playing the open beta it was annoying to see at first, then I sort of ignore it, then I would get a sweet new weapon and be drawn to the animations again. That being said, it IS enough for me not to play the monk and in fact, the barb, who I never considered before felt much better playing. In the end I'm rolling a WD as my main now and wish that Blizz would address this with a simple "yes we will patch it in OR no we don't plan on it" for either sheathing the weapons or animating his attacks with weapons.

So if this doesn't get addressed I personally won't be playing the monk. I'm sure there will be lots of people that still play it though.
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It is completely and utterly undeniable that what we are dealing with here is a character design flaw. Regardless of whether you think it affects gameplay or not...it is a design flaw.

Think about it, the monk equips a fist weapon and then removes it to throw a punch. You may not be able to see it very clearly in moments of frenzied battle, but that's what he/she does.

Don't get me wrong, it's not the end of the world...I'm not not going to go all Christian Bale here, but it is something that is quite important for a character designed with a specific skill-set in mind.
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On one hand you say that aesthetics and visuals are paramount to you when you play D3 but in the other you say meh visuals don't matter on the monk. Uh ok? If you weren't planning on playing the monk then, like said above, you probably don't care and discard it as an issue. I also guarantee if this happened on the barb there'd be a poop-storm of capped threads crying foul play.After playing the open beta it was annoying to see at first, then I sort of ignore it, then I would get a sweet new weapon and be drawn to the animations again. That being said, it IS enough for me not to play the monk and in fact, the barb, who I never considered before felt much better playing. In the end I'm rolling a WD as my main now and wish that Blizz would address this with a simple "yes we will patch it in OR no we don't plan on it" for either sheathing the weapons or animating his attacks with weapons.So if this doesn't get addressed I personally won't be playing the monk. I'm sure there will be lots of people that still play it though.


Yeah, visuals are huge to me. The ---Monk--- using ---Monk--- abilities that cause his weapons to turn invis ---simotaneously--- while using ---monk--- abilities, then reappearing ---before--- he even stops moving from the before monk ability, does not bother me on freaking bit.

It doesn't look strange, awkward, or out of place. It's not game breaking. It's a monk using certain abilities that change him for a second, like the barb using hammer of the ancients, an ability the masks his weapons for the sake of the ability. I do not care if the weapon is involved or not. It is absolutely a non-issue. Now I'm unsure if it's because Blizz did it, as to me, it's hardly noticeable and done flawlessly. As opposed to a middle of the run company, maybe the animation would look clunky, slow and negatively distracting, however this is not the case.

The monk as well as the rest of D3, look fantastic. Visuals pwn, Iunno how much more you guys can expect. Its a game where there's typically 15+mobs on the screen as once, as well as your hero with his friends, AND the interactive environment. Nothing is lacking, looks boss.

Fanboy Disclaimer: I think the RMAH is dumb. No need to buy loot in a game designed to make you hunt for it. Youre paying..to..play.

I wish the monk was indeed not a monk, but instead a light armored rogue of sorts. I like meele and being quick, evasive. I've never liked being a monk, and think martial arts abilities were silly. Playing D3 open beta made me settle for the monk as my once desired light armored rogue whereas I thought my main would be a barb.

I hate how they have quests where the quest givers lead or follow you into the combat zone/dungeons. I just hate that for some reason lol.
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