First off, I want to apologize for the long post, but I do want to get a message across in a constructive and formal way. A little about myself, I've got 2200 experience in both arenas and rated battlegrounds on various classes. I understand that there are people that are much more experienced than myself, but I also feel that I have the ability to construct a post based on certain elements that are needed to be able to be competitive in PvP.
This isn't supposed to be a flame post or a rage post, simply, how I feel the monk class is currently. Keep in mind that the season has not started and there are still many changes to be made underway, we just need to be patient. I'm also looking for any input from fellow players to add to this list, as long as it's constructive.
Speaking from experience first hand on live and beta; I definitely feel that there are a few abilities that can be fine tuned. I also have a few suggestions to go along with it which would hopefully help to fix this class.
To start things off, our two main stuns (Not counting a symbiosis stun from a druid) are completely unacceptable. The fists of fury stun is near IMPOSSIBLE to hit someone that is running unless your latency is perfect and are a little bit ahead of them. If they're holding still, no problem at all, but honestly, who's going to be standing still in any PvP? The problem is slightly addressed in our 2-piece for pvp, but I don't feel that it was a proper solution to the fix. My suggestion for this is allow this ability to be able to use this ability while moving, but only have it stun initially. This way, even if my stun misses, I'm not 100% penalized.
The next stun that we have the option to pick is Leg Sweep, and unless you have a druid on your team, or have someone else that can stun, this is probably going to be your best choice. The problem that occurs here is very similar to the previous problem. Due to latency, server lag, or simply just unlucky, you are 100% penalized. There goes an entire 45 second cool down (which is very vital) down the drain. My suggestion for this is that it should be reworked to guarantee a stun on at least one target in range (to work similar to a kidney shot or a HoJ) and then if anyone else is in range, also stun them (but at a reduced duration so it isn't too imbalanced).
Mobility and Catching the target
The next problem that we encounter is when fighting ranged DPS. I understand that monks are very mobile, and when we obtain our PvP gloves, we'll be able to roll out of slows. The focus point is on actually GETTING to your target. You have two options to get to your target: Roll and Flying Serpent Kick. Both options provide excellent mobility, but don't guarantee you will be able to get to the target due to overshooting them or simply not being able to get near them due to latency yet again. The intentions of these abilities are very well thought out, but there needs to be a little something extra... Many melee classes currently have abilities that give them the abilities to get to your target, but more specifically... RIGHT ON THE TARGET.. Ie. Charge, Deathgrip (brings them right to you), Shadowstep, Wild Charge. I feel that for the cool down of flying serpent kick, it should at least serve as sort of a charge without a stun (if glyphed so people can still enjoy their fun).
Now, I feel that one of the best abilities to catch someone with is Spinning Fire Blossom. The problem with this ability, is that you actually have to aim it at the person that you want to catch, and there is a pretty good chance (if you are newer to the class) you will be missing ALOT. Another problem is that lets say your target is running away, any mob or other player can completely intercept the ability. This ability needs to be able to target someone (sort of like frost shocking a ranged target and rooting them as a shaman). If you glyph for the ability to target someone, you completely lose the root.
If feel if we are able to catch our targets, we would be able to put out much better damage. The constant damage and uptime is key to higher damage output.
Defensive and Survivability
Now, the tricky part. We have an insane amount of defensive cooldowns and control abilities. If we are given abilities such as the ones I've suggested, this could turn into Season 5 DKs all over again if things aren't properly tuned. At the moment, monks are able to escape enemies better than any other class I've seen, absorb complete damage from casters, have a minor shield wall (or DoT wipe + reduction if specced), a disarm, a port (that can be used on a Z-axis), an ability to channel ALL incoming damage to another target, an incapacitate, and stuns (when they work).
With all of these, you also have to understand that maybe a monks intention was supposed to be a control class rather than a damaging class? All speculation, but there still is absolutely no excuse to why we shouldn't be able to at least stand a fighting chance when it comes to trying to put out as much damage as possible.
I intend to stick it through and play a monk because I overall enjoy it, even though it can get frustrating.