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Current range a character can dash without a target is to small, there is need to balance the dash versus movement speed. I think that dash should move you at minimum the same speed as you would move if you are just running, because you are spending spirit for that.
Trade spirit for mobility, i think its awesome and long waited addition (by players who use actual builds, not 1 spirit gen + 5 buffs). Currently you are better off running out of dangerous things, instead of maybe spending spirit to dash out and its not fun. It does not need to compare to tempest rush - tailwind, but giving you equal movement speed as running, with attack speed of about 1.5 should be fine, fun and useful. Something in lines of +50% should be pretty balanced. If that's to much mobility for spirit, a change like decreasing attack speed modifier of dashing strike to 1.5 APS should also do the trick - any maybe being even more balanced than the first way, as you would need to spend more spirit to travel the distance. It would also give more control of direction. Take note that if this is the way to do this, then obviously dont give the skill 1.5 AS modifier if dash target is monster and skill deals damage, otherwise people will just abuse it for damage. On a side note, some innate effect or rune effect (maybe instead of "Flying Side Kick" that i find unreliable and weird -why would i double dash for small stun.. -, considering that dash roots your target without any rune) that increases attack speed of next 1 spirit spender cast and/or 1 spirit generator cast would be a great addition to possible fun builds. EDIT: Another idea - maybe give dashing strike a cooldown, that is adjusted by attack speed (inversely proportional), so that you move at the same speed regardless of attack speed and distance/time traveled is compared of that of you running. Spirit for mobility!
Edited by Shuun#2118 on 2/5/2013 2:42 PM PST
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cooldown no, other ideas could work. simply increasing the range to 20-30 yards(hopefully up to 30) when dashing to a location would be good enough for most monks, no other drastic changes needed. if the range was increased to just 20 yards, and the attack animation was removed when no enemies are in range, that would be great too.
personally I think the spirit cost for all DS runes should be reduced to 10-15, and the quicksilver rune should be redone. perhaps it could be a rune effect that allows players to dash to targeted locations up to 35 yards away, if the base cost is reduced for all other runes. aside from that soaring skull rune is absolutely worthless, and rather than providing a useless slow along the trail should deal minor aoe damage along the trail similar to a long range deadly reach or similar to trail of cinders on the DH vault. the damage boost coming next patch is nice, but overall, only affects PvP, and not in a huge way. but at least it is a slight buff and not a nerf. |
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Pls dont change anything on DS... fine as it is...
Reducing costs or expanding range without target will result in reduced dmg, and we dont want that :P Flying side kick is the best rune, together with reduced costs, none of the others are useful in PVP, didnt test the others in PVE yet so perhaps... If anything should be changed a cost reduction on Cyclone strike would be great... 20% or something... Or a passive giving -10 to 20% spirit costs instead of 20% cooldown reduction, that would open a lot of interesting builds... Maybe even spirit on crit, or w/e... running out of spirit drops you dead in the water, PVP or PVE. I run with 15 spirit a sec (non-TR) in PVE and I still do not feel that Monk plays the way it should [and besides that, that high regen costs a lot of skills/passives (chant + exalted passives and inner storm rune on SW + MoH:Circular crap + my regen on gear; Inna helm/Fist/SOJ)]... Either that or change the Inna's 3p set bonus to instead give 33% extra regen to open some doors... You can compensate by changing the Guardian's Path passive (as it's not so good and very limited anyway besides the use in TR build and 1-2 dodge based PVP builds) |
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dashing srike does not need a "buff". it DOES however need to be able to reach its target when cast, and not get stuck on every bloody thing in existence. Dashing strike is useless only because if you don't have a perfectly straight uninterrupted line to your target your going to get stuck. you could make dashing strike deal 2000% damage and i still wouldn't use it because it cant hit a damn thing.
Edited by SwiftKitten#1452 on 2/5/2013 5:55 PM PST
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Pls dont change anything on DS... fine as it is... why do you say it would result in less damage? changes to the utility of the skill do not have to affect the current damage numbers. overall the skill is useless for damage anyways in PvE. changing the mobility would give people a better reason to want to use it. I personally think most monks would prefer it to do hardly any damage but be the best mobility skill in the game, at least I would prefer that. |
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why do you say it would result in less damage? changes to the utility of the skill do not have to affect the current damage numbers. overall the skill is useless for damage anyways in PvE. changing the mobility would give people a better reason to want to use it. I personally think most monks would prefer it to do hardly any damage but be the best mobility skill in the game, at least I would prefer that. Because extra features on a skill is going to cost in other area's... You cannot have it all (and shouldnt) or you end up with yet another skill you cannot take off your skillbar again. I dont really see why people complain about it getting stuck everywhere... it goes around corners and around trees. I never have issues with it really? |
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It's hard to click on quick target (desinc make it worst). Sometimes you move to your target but the damage are not done because the targed have moved. It's not a big deal most of the time. But having to use 4 times to kill a wasp is not that effective. this wasp dindn't want to let me close. She realy pisses off until his last breath. :D |
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The whole issue is that when you cast multiplie dashes, to get out of serious troubles, you move slower than your base movement speed.
I like do use dash on ground to evade frozen (if you time your dash correctly, you can evade the blast and dont get frozen, just chilled) and its lame when i cant spend spirit for mobility.
That's invalid argument my friend. As i mentioned in original post- 'on ground' and 'on monster' are treated differently. Plus you have not even considered that the dash is doing only single target damage and costs 25 spirit for that. |
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303% damage for 25 spirit or 10 spirit with rune;
with normal runes = 12.12% dmg per spirit with reduced cost rune = 30.3% dmg per spirit Bells, everyone is so horney on bells, yea... AOE, great - in PVP who cares as there's just 1 target anyway... 40 spirit for 829% dmg with reduced cost rune... 1202% for 75 spirit (but who uses that?) with enhanced dmg rune = 16.03% dmg per spirit (hey... whaaat?) with reduced cost rune = 20.73% dmg per spirit oh crap I get 50% more dmg per spirit from DS:Quicksilver than from WOL =( You can basically tie back everything again to spirit regen... say you have 12 spirit / sec than you can do 12 * 30.3% = 363.6% weapon dmg / sec because of that regen alone with DS:Quicksilver. This number drops to the floor if you have no regen and have to rely for the most part on spirit regen attacks to get back to a normal level... People should learn to directly tie Spirit spender damage per spirit into their total damage instead of get all hot and horney to spam Cyclones on Azmo MP10 and call themselves king.
Edited by prod#2134 on 2/6/2013 7:38 AM PST
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Its SINGLE target.
And you are only complaining because monks beat your DH on PTR. Just get the crap out from here ok? This is serious discussion for PVE, not a place for your tears and nonsense. |
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Its SINGLE target. And you are only complaining because monks beat your DH on PTR. Just get the crap out from here ok? This is serious discussion for PVE, not a place for your tears and nonsense. I play Monk not DH. Its not tears and non-sense. DS is a skill for PVP, same that Impale is a skill for PVP, same like Spirit Barrage is a skill for PVP, and this list goes on. Some skills are good for PVP some for PVE. And what exactly would be better about your DS modifications in PVE? It's still SINGLE target. 20-30y jumps in PVE for the costs are pointless... TR does a better job... Why do you want to dash-out of a crowd anyway? That's exactly where you wanna be in PVE, surrounded. They cannot reduce costs and make it ignore objects or PVP is hold DS down and gg, nobody can avoid it and with 10 costs or so you can regen spirit fast enough to keep it down for quite a while. Just for your info, I do have builds with DS for PVE, revolving around DS+Cyclone strike+Bells and it works fine. Teleport in, suck them up and bell them to hell. Using DS again to insta move to the next group. I do not see why there is a modification needed on DS while theer are so many fundamental things wrong with Monk resources which nobody has cared to look at so far. Or perhaps looked at and thought 'screw that, it's a lot of work, let someone else do it - I play barb anyway' ... For one after attack speed nerf nobody doubled the spirit regen of our skills, but with that nerf effectively nerfed our regen from primary attacks by ~50%. If someone would care to look at that and do something about our passives the whole issue with DS being too expensive would already be gone. Same for other spenders costing a lot of resources and currently we need to devote a lot of our skills and gear affixes to maintain spirit if you want to step out of the cookie cutter crap everyone is running around with to keep up to level (or at least to a certain point) in damage/survivability. I rather have Blizzard put some resources on FIXING Monk as a whole instead of fixing ONE skill. Basics first, details can come later. |
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many monks have learned to use DS for mobility and defense in PvE. I agree in PvP DS is key, but just because most monks ignore the potential of DS in PvE does not mean it is useless and only meant for one facet of the game. I personally use DS instead of Serenity in PvE, because I have learned to use it and feel the defense/mobility it provides at the cost of 10 spirit per use and no cooldown is better than Serenity every 20 seconds. I can use it to stay in the pocket till the last second, dodge frozen bombs or arcane beams, quickly swap positions vs. a tough elite pack, or herd a large group of monsters. overall it is more fun to use than a 4 second invincibility on a fairly long CD. As it is, I consider DS useful, however it could be improved by a lot. The recent damage buff is really not what it needs, to be made more attractive a skill to all monks.
DS damage is pathetic in PvE, and in PvP even at 300% it still is not one of the best killing abilities a monk has, in fact it is not even close to any large spirit spender or just plain FoT. The skill is meant to be mobile across a long distance, and as it is currently, is buggy, and has major limitations due to the targeting mechanics. asking for a 20-30 yard range on dashing to a targeted location would be a small buff that would make DS a more appealing skill, than leaving it as is and increasing the damage, because it would then be a true "gap closer" skill, effective for the spirit spent even if you miss on the actual hit and/or fail to root the target. Additionally it will be far better at dodging attacks and simply moving "like a monk should" in both PvP and PvE. |
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