Monday, April 16, 2012

Monk Resource - Page 2

Well, not simplay Hit n Run.

What I meant was a far more stratigic play. Unlike the Barb (which should be totally different playstle from the Monk as the 2nd Melee char), you CAN'T tank tons of enemies. You have to fight wisely and carefully- Divide foes, lure foes, Hit n Run. You don't run mindlessly into a group of mobs, but rather think how you're going to attack.

The main concept is that brains (aka stragety)>brawns.

'Cause if it's just fast mid dmg attack instead of slow big dmg attacks it's simply the Barb 2.0|||I like OPs idea. Would hits always take a percentage of your resource or would your resource increase over time allowing you to take more hits? And I guess the more you are hit for the more it takes. If a percentage then there could be a passive that lowers how much you lose per hit. Or a passive where when you pick up a health globe you get a certain amount of time that hits take less or your resource.|||Quote:








Well, not simplay Hit n Run.

What I meant was a far more stratigic play. Unlike the Barb (which should be totally different playstle from the Monk as the 2nd Melee char), you CAN'T tank tons of enemies. You have to fight wisely and carefully- Divide foes, lure foes, Hit n Run. You don't run mindlessly into a group of mobs, but rather think how you're going to attack.

The main concept is that brains (aka stragety)>brawns.

'Cause if it's just fast mid dmg attack instead of slow big dmg attacks it's simply the Barb 2.0




I see the monk like I do the sin. She can't afk in a mob the way a barb (heck, even a 20+K def pally) can. However, being surrounded definitely did not mean certain death. The Monk will have his own way of releaving pressure. Crippling Wave already looks promising, and since it seems SSS makes things just stand there (temp invulnerable/untargetable?), that could be a quick escape plan. That and Inner Sanc.

I think even his combo moves will allow some kind of fighting in a mob, but the char itself won't be designed to tank, no. At least, this is how he seems so far. More skills / passives might make him have damage reduce somewhere along the way.

*crosses fingers*|||I thought this again and imo it might work if you make it like this: The "juice" would regenerate very fast naturally. When you get hit the regen speed would only slow down a bit, but would not deplete your juice meter.

Basically if you do not get hit, you could spam your combos with impunity and use your visage spells and skills. If you get hit you would still be able to act, but you would have to conserve your skills a bit and you could always back up for a moment or do not take more hits and your meter would start to pump fast again.

Perhaps 3 regen speeds? Very fast when not being hit. Slowed down if you take 1 hit, and more slowed if you take a big hit/lots of hits.

Kind of like reverse Barbarian rage, while Barbarian is more powerful if he is taking hits, the Monk would be most powerful when not being hit.|||Quote:








I see the monk like I do the sin. She can't afk in a mob the way a barb (heck, even a 20+K def pally) can. However, being surrounded definitely did not mean certain death. The Monk will have his own way of releaving pressure. Crippling Wave already looks promising, and since it seems SSS makes things just stand there (temp invulnerable/untargetable?), that could be a quick escape plan. That and Inner Sanc.

I think even his combo moves will allow some kind of fighting in a mob, but the char itself won't be designed to tank, no. At least, this is how he seems so far. More skills / passives might make him have damage reduce somewhere along the way.

*crosses fingers*




I don't see how this contradicts having a Health Resource.

P.S- "SSS" as a short for Seven Sided Strike is amazing ^^ Never seen this.|||Quote:








I don't see how this contradicts having a Health Resource.

P.S- "SSS" as a short for Seven Sided Strike is amazing ^^ Never seen this.




It was more of a "quoted for truth" thing. Yeah, the monk can't afk in a mob, but even surrounding him with a mob won't kill him, if that makes any sense :P



And SSS is pretty much everywhere in the Monk forum.|||I like the description that goes along with "White Mana"; but I feel like the whole "equilibrium/chi"-type naming convention is better suited.

The theory that maybe the bar doesn't refill as quickly if you are hit (only .5 recharge rate for x seconds after a hit [as a for instance; I am only throwing numbers out as a reference, not as suggestions]) would allow for the type of smart CQB that the monk seems to be developed for. He'd be like Tony Jaa; blazing hands and feet and knees and elbows, but a bullet can still drop him. He's just really good at not being hit.

So, a resource type that promotes and rewards intelligent, relatively high-micro melee gameplay would make the fast and fragile monk feel totally different than the man-mountain that is the barbarian.

Lore-wise, it seems to make sense to me that a monk's concentration would be dented the more he was hit. Obviously he would still be able to fight, but not as well as when he is "in the groove". So, more attention paid to the specifics of your immediate surrounding = the player being rewarded for their attentiveness in the form of being able to do more DPS because of a faster-filling bar. It might be a relatively small amount (compared to mana, perhaps), but it fills up much quicker. This would reflect the margin for error being considerably less for the monk than a wizard, the former having to be within striking distance of the enemies instead of being a bit more removed, as in the case of latter.

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