Okay guys and girls, get your tin foil ready, because...
I KNOW WHAT THEY'RE PLANNING ON DOING WITH ONE WITH EVERYTHING to achieve proper balance in the game.
It's really simple and obvious actually:
There are two melee classes in the game, Barbarian and Monk.
Barbarian is now the best* class in the game. *If you consider farming speed at top-gear levels.
Monk is arguably the worst.
Blizzard makes Barbarians better. Even when they nerf them, they are still awesome.
Blizzard makes it known that they think Monks are in a good place. Scares the s*** out of Monk players.
Everyone with a brain jumps ship and rolls a Barbarian.
Now there are only Barbarians. No more comparisons to Monks.
All Monks are now Barbarians... One With Everything = Every (Monk) is now One class (Barbarian).
-The Mantra of Retribution is removed, since a reflecting damage skill doesn’t fit a class based on dodging attacks. Instead, a new Mantra of Resistance is introduced, which grants the same effect as One with Everything, i.e. giving you your highest single resist as all resist.
Posted by Icarus
... Monks are so gear reliant and the top tier monks are the only ones allowed for build diversity without it hurting them.
10/04/2012 12:42 PMPosted by ShlinkThis guy trying to make every monk re-roll?
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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