Thursday, April 12, 2012

Monks skills with runes?

[:1]How do you guys, how do you think runes will effect the monks skills. An obvious one is making skills hit multiple times, but what else?|||With no more info on the monk other than the new spell they showed there is not much known. He/she looks like an interesting character to me. I have not seen much of him in gameplay vids etc from the new Blizzcon build. I would like to know as well, how runes effect the monk skills. all we saw were WD, Wizard and in some cases barbarian rune skills.|||Actually there were a lot more Monk Skills that were released in Blizzcon then what they showed in the gameplay panel.(13 new skills including the Wave of Light.).

Sadly tho the Monk and Demon Hunter were both unable to use runes at the moment. Which tells us that either they were not yet satisfied with the Monks skills right now, or that they haven't really worked on rune versions of them.

Then there is a bit of complexity with trying to rune some of the Monk skills. Like the Combo ones, would the rune only change one or two stages of the skill? Or all of them?|||It wouldn't really make sense too make runes affect only one attack of the combo or everyone would want to use just the part of the combo that has the rune, I would anyways. Too change the look of all of the combo skills would be a lot of work and i don't no how you would change a skill like palm strike, make it freeze people or light them on fire with a rune? That would take away from the skill if you ask me.|||Runes in combos will be an interesting thing to see, in terms of how Bliz works it. I don't see the potential for such weird creativity that we're seeing with other skills; the Monk's not going to turn into a giant toad and eat enemies, etc.

I'd imagine we'll see variety in the hits he's doing with the combos, added elemental damage, added debuffs, multiple target potential, etc. Hopefully Bliz will be more inventive than I just was...

Another strength the devs have is past knowledge. They know all sorts of Monk skills that they considered and didn't implement. Or that the skills evolved from during development. And they can work in some of those ideas for rune effects on the current versions of the skills.|||Well I am thinking the length of combos for starters. Runes could shorten them, ie. make them just 1 or 2. or lengthen them, like 5-6.

All the combos I've seen so far only have 3, so I'm sure they would do something like what I am saying.



I think the Monk will be drastically different by the time this game comes out. Right now, with his combo spells generating his resource for more powerful spells... well, that just seems stupidly OP to me. I mean, why would he ever use his default attack? If his spells cost nothing?|||Knockback on all punches? Yes please|||Generating more spirit per hit.

I don't see making another combo tier. Doesn't seem to work in very well when wanting to use diffrent combo skills alltogehter|||More hits in a combo would actually be a nerf, since you want to get to the last hit in most cases, since it does more damage and triggers the big effect of that combo.

Combos are very powerful melee attacks, but they're still melee attacks. If you're standing still kicking/hitting things, other things are probably hitting you. And not all monsters in the game will be as wimpy as the stuff in the demos so far. Monks will need to vary them with other skills for crowd control, healing, escape/movement, etc.|||Could you actually attack the air and it cycle through the skill effects like in the demonstrations?



Some of his skills might distract enough to work as defense as well, even n PvP.

No comments:

Post a Comment