Well, I "feel" your Monk is in Nightmare mode.
I think I just looked through nine pages of complete !@#$%^-s. What the *!@# is so wrong with the monk?
My opinion? You all suck donkey junk at playing video games that require $%^-ing skill. I love my monk, and keep in mind I have not farmed for 1000 hours, in fact I play 5 days a week, maybe 1-2 hours a day. I completed inferno before the 1.04 patch came out and before my monk was good. I only have 30k damage, and I wreck shop....
So where is the disconnect between all of you and me? I don't think I have the best of gear, although I built my monk very smart. I utilized what I need, stacking a LOT of LoH, crit damage and chance, and resistances.
I can solo act4 inferno in a 4-man game, and when I play coop I am almost ALWAYS the
only one who doesn't die, compared to every other paper mache class out there (besides the barbarian).
Sure they do more damage, but ffs people give the complaining a rest. I am SO happy they aren't making changes to my monk, besides maybe a few minor ones. I have plans for upgrades in the near future to bring my damage up to about 80-120k, tripling my output, and only sacrificing some resistances.
Quit your monks everybody, please GOD quit. Then the market value on our gear will be lower. haha. Have a nice day
10/03/2012 08:46 PMPosted by Error37I do notice when a nerf anti-character decision is made, the operative word in the Blue post is "feel", an emotive based decision not based on common sense, logical thinking skills.
We feel that monks are in a decent place at the moment, and are a solid class in terms of power, but there are some things that we would like to address with the class. Namely: we would like to delve deeper into fulfilling the fantasy of what it means to be a monk.
Currently, monks spend a lot of their time applying an assortment of DPS buffs through the use of utility and survivability buttons. The bulk of monk damage comes from very passive gameplay, like healing yourself to get a damage buff, or applying Sweeping Winds and not looking at it again. We want to give players who enjoy the fantasy of being a blur of fists and feet a more active playstyle, and we’d love to play up some other fun mechanics as well.
For example, one possibility we’re considering is changing one of Dashing Strike’s runes to allow players to travel further with the skill so that it can serve as a mobility tool, but at the cost of imposing a cooldown. Another possibility we’re exploring is making Lashing Tail Kick feel more compelling by moving the knockback component to a rune, or changing a rune to remove the knockback and instead increase the damage more meaningfully. These types of changes are not minor tweaks, however. We want to make sure we take some time to make meaningful changes that improve the overall play experience for these sacred warriors.
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