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.
So you pick to skills no one uses after they hit level 20, maybe 30, after first starting a monk because other skills are more useful.
1. On higher monster power things kill you in a few strikes, so if you do not kill them quick you are dead. Lashing tailkick, currently who uses it after they have hit level 30? So by moving the knockback to a rune only allows for it to be used in group situations, but then your stuck in the middle of 20 mobs and die.
2. Dashing strike: Say you make it a 40 yard dash. It is still not a viable skill because you get in one strike and then you are dead because you are using dashing strike instead of skill which can help you survive or do more damage.