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bonesbro
11-30-2004, 01:24 PM
Update 12/6: Added safe fall and combat art skill bonuses.Update 12/7: Added taunting slap, quest armor, and revised the section on the Silent Fist Kata.Having a concise list of bugs increases the likelyhood of having them fixed. Please do not use this thread for bellyaching - start a "Bellyaching about Monk class bugs" if you wish. Venting is healthy but it tends to derail threads. Please feel free to make suggestions for non-combat Monk fluff as well <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />Please attempt to provide all of the information possible regarding each bug. If your bug might fall under the category of a design change then please provide a rationale behind the change beyond "chnge this so we suk less plz". Detailed steps on how to reproduce a bug, parsed logs, and other concrete data is ideal. And please remember, your target audience is a developer who does NOT play the class.Without further ado, let's kick this off:* When we become a Monk at level 20, our deflection skill becomes 139/100. As we gain levels, the skill cap raises but as it is still significantly under 139 we gain no further bonus to deflection for a long time. At 23.4, my unbuffed deflection skill is 139/117. It would appear that this should be a boost not only to our deflection _skill_ but also to our _skill_cap_ which is not currently the case.* Several Monk skills have an extremely short range compared to other skills, and some require you to be facing your target while others automatically turn the Monk to face his targer. For instance, please compare the range of Thrust Kick with Swooping Dragon. Thrust Kick has a range of about 10 feet while Swooping Dragon requires you to be standing inside the mob. At 23, the following skills have a range that is very short: Swooping Dragon, Rapid Strikes, Mend. The distance limitation on Mend is particularly problematic, as I primarily use it for emergency healing on the main tank. Because the ideal position is to stand behind the mob, I cannot Mend the tank without running over to him. This significantly reduces the benefit of the Mend skill.* The Mend skill requires that you target yourself to use if you have no target. This makes it difficult to use in an emergency situation. Please change it so that using Mend with no target selected will heal you. Having it automatically target yourself would be an acceptable workaround.* Please enhance the Martial Focus line to allow a 270 or 360 degree arc on parry/block/riposte. Debates on the viability of an avoidance tank vs. a mitigation tank aside, it is very difficult for a Monk to act as a tank for encounters with multiple mobs as one or more will very likely be hitting the Monk from the side or behind where deflection skills do not work.* Martial Focus reports that it is supposed to increase Deflection and Parry, but it does not stack with the Deflection bonus from Brawler's Stance.* It is difficult to tell when a mob is stunned or casting, and consequently hard to evaluate the utility of stun abilities such as Thundering Fists, Shoulder Charge, and Power Strike. It would be very useful to have icons for Stunned, Casting, Mezzed, etc appear in the target box over the mob's head, similar to how the ^ and ^^ icons appear.* When multiple Monks are in the same group, the DOT effect on Swooping Dragon prevents the other Monks from using their skill until the DOT wears off. Most of the damage comes from the inital boot to the head, not the DOT. However, no part of the skill can be used because the DOT part would not take hold. Please consider changing it so that the DOT effect will overwrite the existing one instead of having the spell fail to take effect.* If you Feign Death in mid-air while falling you will take no damage when you hit the ground. Also, if you land in deep water you will remain floating at the surface and you will not loose breath. (Unconfirmed, have seen reports both ways)* Safe fall skill is either not raisable or the method to raise it is not known* Combat arts that increase skills were bugged with the 12/3 patch. Formerly they were doing +10-12 to skills, now they are doing +3-5. This affects all skills that I can test (Call of Arms, Brawler's Stance, Wisdom of Zephyl) with the exception of Martial Focus which remained unchanged.* Either the description of Taunting Slap or the skill itself are bugged. The description states that it "deals minor damage to the enemy while increasing hate towards the brawler." The actual skill does no damage. It's a matter of debate as to which is better - it can be useful to stack taunts on a mob without breaking mez, but any damage generated would help drag agro better, and we already have Taunt which does no damage.Fluff:* Many Monk styles have the same animation. For instance: Flying Kick, Thrust Kick, Swooping Dragon. Though it is somewhat cool to do all three in a row <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />* Some form of Monkly meditation pose would be nice. Human male sitting looks pretty good but a Monk-specific meditation emote (that is permanent until moving) would be fantastic.* Silent Fist Kata isn't very monkly. No showmanship, flexing muscles, or stupid pointless arm-waving. Any martial artist doing those in a kata would be laughed at. A suggestion for a possible change in animations: Bow; some blocks, in multiple directions; some attacks, preferably using at least 2 stances; bow. Perhaps a few variations on the animation?Personally, I wouldn't mind if it starts immediately with an impressive looking attack like the roundhouse kick, because my favorite use of the Kata is to Wind Walk directly in front of someone harvesting and fire off the Kata <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />* I don't think anyone is really proud of the silk-circus-performer / male-escort look of the level 20s quest armor. When I first put mine on I was immediately propositioned... There are high hopes for armor that looks like the armor worn by the Monks in the Dojo in the Elddar Grove.<p>Message Edited by bonesbro on <span class=date_text>11-30-2004</span> <span class=time_text>12:25 AM</span><p>Message Edited by bonesbro on <span class=date_text>12-01-2004</span> <span class=time_text>01:40 AM</span><p>Message Edited by bonesbro on <span class=date_text>12-06-2004</span> <span class=time_text>02:30 PM</span><p>Message Edited by bonesbro on <span class=date_text>12-07-2004</span> <span class=time_text>09:23 AM</span>

RadricTyc
11-30-2004, 08:17 PM
<DIV>Great list!  I would like to add a few or at least have some questions answered:</DIV> <DIV> </DIV> <OL> <LI>Why do so many of our skills share the same timer?  Is this something that all classes deal with, or is this a bug?</LI> <LI>The timer on Mend (5 minutes) is a bit extreme I think.  How useful is it really to heal 80 points of damage every 5 minutes?  We are talking about less than a 10% heal here.  For content at level 20, that is less than the damage done in a single hit.  On top of that the casting time is long, and as bones was saying the range is VERY short.</LI> <LI>Feign death does not lose agro.  If the creature or NPC has judged you to be dead, why would he run from 100 meters away to kill you again when you get up?  Especially when he has no line of sight to you.</LI> <LI>Are we missing our special tiger form, or do we get it later?</LI> <LI>Does Indomitable Will actually do anything?  When I get that Dazzle affect from a chest trap Indomitable Will does nothing to clear that.  If that is not a mental state, what exactly is a mental state, and how do I tell when I have one on me.  It's not like there is some icon in my affects list, or is there?</LI> <LI>I don't think I have ever seen Thundering Fists cause a stun, but then again it is hard to tell when you group with people who can stun.  Can we make it clearer when a player has caused an affect, maybe add some text to the combat spam?</LI> <LI>My parry is no better than a Berserker's parry of the same level, is this correct?  If we don't get mitigation, shouldn't our parry be beter?</LI></OL> <P>I am sure I can think of more, but some of them may start to leave the discussion of specifically Monk bugs/questions.  Good idea to start summarizing these, maybe we can get a<FONT color=#ff0000><STRONG> <FONT color=#00ccff>TOP 5 LIST </FONT></STRONG></FONT>to present to the developers and get some action taken.</P>

Gaige
11-30-2004, 08:38 PM
<BR> <BLOCKQUOTE> <HR> RadricTycho wrote:<BR> <DIV>Great list!  I would like to add a few or at least have some questions answered:</DIV> <DIV> </DIV> <OL> <LI>Why do so many of our skills share the same timer?  Is this something that all classes deal with, or is this a bug?</LI> <LI>The timer on Mend (5 minutes) is a bit extreme I think.  How useful is it really to heal 80 points of damage every 5 minutes?  We are talking about less than a 10% heal here.  For content at level 20, that is less than the damage done in a single hit.  On top of that the casting time is long, and as bones was saying the range is VERY short.</LI> <LI>Feign death does not lose agro.  If the creature or NPC has judged you to be dead, why would he run from 100 meters away to kill you again when you get up?  Especially when he has no line of sight to you.</LI> <LI>Are we missing our special tiger form, or do we get it later?</LI> <LI>Does Indomitable Will actually do anything?  When I get that Dazzle affect from a chest trap Indomitable Will does nothing to clear that.  If that is not a mental state, what exactly is a mental state, and how do I tell when I have one on me.  It's not like there is some icon in my affects list, or is there?</LI> <LI>I don't think I have ever seen Thundering Fists cause a stun, but then again it is hard to tell when you group with people who can stun.  Can we make it clearer when a player has caused an affect, maybe add some text to the combat spam?</LI> <LI>My parry is no better than a Berserker's parry of the same level, is this correct?  If we don't get mitigation, shouldn't our parry be beter?</LI></OL> <P>I am sure I can think of more, but some of them may start to leave the discussion of specifically Monk bugs/questions.  Good idea to start summarizing these, maybe we can get a<FONT color=#ff0000><STRONG> <FONT color=#00ccff>TOP 5 LIST </FONT></STRONG></FONT>to present to the developers and get some action taken.</P><BR> <HR> </BLOCKQUOTE> <P>1.  Those skills are upgrades to your old ones, and should be used instead when you get them to the same level (app3/adept1).  Its designed that way to keep your hotbar from need 1000 hotkeys on it.</P> <P>3. FD loses aggro for me, but keep in mind if you stay FD mobs will eventually aggro you again.  You need to wait a few seconds for them to path back after your sucessful FD.</P> <P>2. What lvl mend do you have?  At lvl 28 mine has done a max of about 220 which is a little more than 10%.  Mine is adept 1.  Please also remember that there are two upgrades to mend I believe in the later levels.  Heal, and I forget the other one.  Keep in mind that Mend is more of an emergency convience than a true "heal".  Its mainly designed to give the tank a few extra seconds on a mob, or save yourself so you can FD, imho.</P> <P>4. Tiger Form is available on the trainer in Elddar for 2g and some change, you can scribe at lvl 40.</P> <P>5. I dunno, I've never used it.</P> <P>6. I've never seen TS stun, but I still used it as my main stance when off-tanking/dps until 28 when I got Dragon Stance.</P> <P>7. My parry does ok, especially with adept 1 karmic focus and brawlers stance.</P> <P>I'd make sure you are using at least adept1s for most of your skills if possible, and app3s on the rest, it really does make a big difference.  That and I try to keep all my gear white or better.</P><p>Message Edited by Gage-Mikel on <span class=date_text>11-30-2004</span> <span class=time_text>07:39 AM</span>

RadricTyc
11-30-2004, 09:03 PM
<BR> <BLOCKQUOTE> <HR> Gage-Mikel wrote: <P>1.  Those skills are upgrades to your old ones, and should be used instead when you get them to the same level (app3/adept1).  Its designed that way to keep your hotbar from need 1000 hotkeys on it.</P> <P>3. FD loses aggro for me, but keep in mind if you stay FD mobs will eventually aggro you again.  You need to wait a few seconds for them to path back after your sucessful FD.</P> <P>2. What lvl mend do you have?  At lvl 28 mine has done a max of about 220 which is a little more than 10%.  Mine is adept 1.  Please also remember that there are two upgrades to mend I believe in the later levels.  Heal, and I forget the other one.  Keep in mind that Mend is more of an emergency convience than a true "heal".  Its mainly designed to give the tank a few extra seconds on a mob, or save yourself so you can FD, imho.</P> <P>4. Tiger Form is available on the trainer in Elddar for 2g and some change, you can scribe at lvl 40.</P> <P>5. I dunno, I've never used it.</P> <P>6. I've never seen TS stun, but I still used it as my main stance when off-tanking/dps until 28 when I got Dragon Stance.</P> <P>7. My parry does ok, especially with adept 1 karmic focus and brawlers stance.</P> <P>I'd make sure you are using at least adept1s for most of your skills if possible, and app3s on the rest, it really does make a big difference.  That and I try to keep all my gear white or better.</P> <P>Message Edited by Gage-Mikel on <SPAN class=date_text>11-30-2004</SPAN> <SPAN class=time_text>07:39 AM</SPAN><BR> <HR> </BLOCKQUOTE> <P>1. I don't see how taunting slap is an upgrade to Wild Swing, but I guess I will take your word for it.</P> <P>3. FD doesn't always lose agro, I have had stuff run from 100 meters away to attack me again when I stand up.</P> <P>2. I have adept 1 Mend and am level 20.  I think maybe it did 100 once, but my main issue is the 5 minute timer combined with the low heal.  If it was even half that time it would be much more useful.</P> <P>7.  I am not talking about parrying doing ok, I am talking about the raw parry score.  At level 20 I have 100, a berserker had the same score at that level.  If our task is damage avoidance, doesn't it make sense that we would be better at parrying?<BR></P>

LittleStuart
12-01-2004, 12:19 AM
<BLOCKQUOTE> <HR> bonesbro wrote: ... * Many Monk styles have the same animation. For instance: Flying Kick, Thrust Kick, Swooping Dragon. Though it is somewhat cool to do all three in a row <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> <P>* Some form of Monkly meditation pose would be nice. Human male sitting looks pretty good but a Monk-specific meditation emote (that is permanent until moving) would be fantastic. <P>* The "thrust hands out and shake booty" move at the end of Silent Fist Kata makes me a subject of derision and ridicule. ... <HR> </BLOCKQUOTE> <P>I'm not sure these really constitute bugs. For the first one I don't think it's going to be practical for SOE to make a completely separate animation for every single move since we have somewhere around 50 moves. You are talking about a lot of animator time being spent on a single class as well as a lot of memory being required to store all those animations. Compounding this is the fact that if the monks were given separate animations for every move then all the other classes would ask for the same thing. <P>Meditation would be cool, but since there isn't even a /meditate command the lack of an animation isn't a bug, it's just a request. Not that there is anything wrong with the request. I think it would be cool to have a meditation pose. I'm just saying it isn't a bug. <P>Thrust hands at the end of Silent Fist Kata isn't really a bug, either, it's just something you don't like about the animation. Other people like the animation and probably wouldn't want to see it changed. Personally I've never had anyone give me grief over it, and I use it a lot, but I am not so married to the animation that I would object to having it replaced if the replacement looked even cooler. <P>One bug I will add to the list, if you Feign Death in mid-air while falling you will take no damage when you hit the ground. Also, if you land in deep water you will remain floating at the surface and you will not loose breath.</P>

SomeDudeCRO
12-01-2004, 12:29 AM
Taunting slap does no damage, at least it didn't use to, haven't payed attention to see if it does now or not.

Nask
12-01-2004, 12:52 AM
<DIV>Taunting slap isnt the upgrade for power strike... it's the upgrade for the first taunt you had.</DIV>

Gaige
12-01-2004, 08:20 AM
<DIV>I never said it was the upgrade for power strike, just that same icon'd/same timer skills are upgrades.</DIV>

Yinmaren
12-01-2004, 10:13 AM
<BR> <BLOCKQUOTE> <HR> Gage-Mikel wrote:<BR> <DIV>I never said it was the upgrade for power strike, just that same icon'd/same timer skills are upgrades.</DIV><BR> <HR> </BLOCKQUOTE><BR> <DIV>That is not always true. My crusader has about 5 sword HO icons that do not have the same timer. I think this one is actually a mistake that SOE made.</DIV>

bonesbro
12-01-2004, 02:44 PM
Thanks - I added the "feign death while falling" bug and seperated out the fluff requests into a seperate heading. I'm leaving the "FD but not losing agro" bug off until we have either better steps to repro the bug or a very solid description of what exactly the bug is. "FD doesn't always lose agro" sounds a little too close to By Design to add to the list right now. Not saying it might not be a bug - I had problems with that too, and it was actually the cause of my only death tonight - but I think we need to understand the behavior a little bit more before calling for a specific fix.

Gaige
12-01-2004, 07:51 PM
<BR> <BLOCKQUOTE> <HR> Yinmaren wrote:<BR><BR> <BLOCKQUOTE> <HR> Gage-Mikel wrote:<BR> <DIV>I never said it was the upgrade for power strike, just that same icon'd/same timer skills are upgrades.</DIV><BR> <HR> </BLOCKQUOTE><BR> <DIV>That is not always true. My crusader has about 5 sword HO icons that do not have the same timer. I think this one is actually a mistake that SOE made.</DIV><BR> <HR> </BLOCKQUOTE>Hence I said same icon AND same timer.  Trust me it is true, at lvl 29 I have went through tons of upgrades.<BR>

Zorrt
12-01-2004, 08:01 PM
<BR> <BLOCKQUOTE> <HR> LittleStuart wrote:<BR> <BLOCKQUOTE> <HR> bonesbro wrote: ... * Many Monk styles have the same animation. For instance: Flying Kick, Thrust Kick, Swooping Dragon. Though it is somewhat cool to do all three in a row <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> <P>* Some form of Monkly meditation pose would be nice. Human male sitting looks pretty good but a Monk-specific meditation emote (that is permanent until moving) would be fantastic. <P>* The "thrust hands out and shake booty" move at the end of Silent Fist Kata makes me a subject of derision and ridicule. ... <HR> </BLOCKQUOTE> <P>I'm not sure these really constitute bugs. For the first one I don't think it's going to be practical for SOE to make a completely separate animation for every single move since we have somewhere around 50 moves. You are talking about a lot of animator time being spent on a single class as well as a lot of memory being required to store all those animations. Compounding this is the fact that if the monks were given separate animations for every move then all the other classes would ask for the same thing. <P>Meditation would be cool, but since there isn't even a /meditate command the lack of an animation isn't a bug, it's just a request. Not that there is anything wrong with the request. I think it would be cool to have a meditation pose. I'm just saying it isn't a bug. <P>Thrust hands at the end of Silent Fist Kata isn't really a bug, either, it's just something you don't like about the animation. Other people like the animation and probably wouldn't want to see it changed. Personally I've never had anyone give me grief over it, and I use it a lot, but I am not so married to the animation that I would object to having it replaced if the replacement looked even cooler. <P>One bug I will add to the list, if you Feign Death in mid-air while falling you will take no damage when you hit the ground. Also, if you land in deep water you will remain floating at the surface and you will not loose breath.</P><BR> <HR> </BLOCKQUOTE><BR> <DIV>I tried the Feign Death in Mid-Air, apparently it was changed after you said this, or you just got lucky because I tried it and died :smileytongue:</DIV> <DIV> </DIV> <DIV>He stated in his post that if there were changes to animations or ones that you would like to see added, post them here as well.  Maybe you just skipped his first part hehe.</DIV> <DIV> </DIV> <DIV>I need to reach level 20 before seeing this animation to say myself if it looks too rediculous at the end or not.</DIV> <DIV> </DIV> <DIV>I don't recall, but I don't think Taunting Slap is an upgrade to power strike... as power strike deals damage, and taunting slap does nothing?  Maybe a little bit, but nothing compaired to power strike.  Did you mean Taunt?</DIV> <DIV> </DIV> <DIV>Anyways, good list so far.</DIV>

i3ry
12-01-2004, 08:08 PM
<DIV>I'm pretty sure taunting slap does some damage.  Read the description.</DIV>

Gaige
12-01-2004, 08:36 PM
<BR> <BLOCKQUOTE> <HR> i3ry2k wrote:<BR> <DIV>I'm pretty sure taunting slap does some damage.  Read the description.</DIV><BR> <HR> </BLOCKQUOTE>But it is still the upgrade to taunt.<BR>

Cora
12-01-2004, 11:17 PM
<DIV>New thread title! ^</DIV>

SomeDudeCRO
12-01-2004, 11:34 PM
Yes, my point is that it does no damage while in the description it says "Deals minor damage to the enemy while increasing hate towards the brawler."Seeing as it does no damage, it is definetly bugged. Either that or the description needs to be rewritten to something like "Increases hate towards the brawler better than taunt."

JojoTheDog
12-03-2004, 12:30 PM
<DIV>dont know if anyone else hates this, but</DIV> <DIV>those useless 30 second defense buffs.</DIV> <DIV>Do they increase in duration.  By the time </DIV> <DIV>my group buffs up and i buff it, its half done,</DIV> <DIV>so its good for 10 secs by the time i engage.</DIV> <DIV> </DIV> <DIV>Please increase the duraction to 1-2 minutes,</DIV> <DIV>cuz its a joke now.</DIV>

bonesbro
12-07-2004, 03:39 AM
Update 12/6: Added safe fall and combat art skill bonuses.

Zadkiel3
12-07-2004, 04:06 PM
Re: Silent Fist KataI don't mind the arms thrust out at the end (actually a common kata ending) but it is WAY too short, and the muscle flex and the part where you wave your arms around is very un-kata-like.Should be:BowSome blocks, in multiple directionsSome attacks, preferably using at least 2 stances.BowNo showmanship, flexing muscles, or stupid pointless arm-waving. Any MA doing those in a kata would be laughed at.Zadkiel.

Vandessa
12-07-2004, 08:15 PM
<DIV>I don't think Taunting slap should do damage, even if it is in the description.  Mostly because sometimes you want to stack taunts onto a mezed creature before you engage it again so it doesn't automaticly charge the healer or caster when the mez finaly breaks.</DIV>

bonesbro
12-07-2004, 10:24 PM
Update 12/7: Added taunting slap, quest armor, and revised the section on the Silent Fist Kata.(Note that I am posting update notes inline as well as edits to preserve the conversation as well as to help keep the post towards the top, as edits don't bump posts)

Craaq
12-07-2004, 10:50 PM
<DIV>It'd be nice if we didn't have to almost <FONT size=4><STRONG><EM>inside </EM></STRONG></FONT><FONT size=3>the mob to get rapid strike to work distancewise.</FONT></DIV>

TheRealDude
12-07-2004, 11:32 PM
<DIV>one quick note ... (didnt read all the posts so i dont know if someone already said this) ... but first before you FD make sure you have a buff up (like brawlers stance) ....  if the buff goes away when you FD you loose aggro and the FD was sucessfull ... if you dont loose the buff then the FD failed, get up and try it again. FD works fine IMO except that when you sprint and then FD sometimes the mobs will follow where you would have been if you hadnt FD'd so they will keep running and still manage to hit you lol but if you wait a few seconds then get up they are usualy far enough away that you loose aggro anyway =P</DIV> <DIV> </DIV> <DIV>[edit]</DIV> <BLOCKQUOTE dir=ltr> <DIV> <HR> </DIV> <DIV>JojoTheDog wrote:</DIV> <DIV> </DIV> <DIV> <DIV>dont know if anyone else hates this, but</DIV> <DIV>those useless 30 second defense buffs.</DIV> <DIV>Do they increase in duration.  By the time</DIV> <DIV>my group buffs up and i buff it, its half done,</DIV> <DIV>so its good for 10 secs by the time i engage.</DIV> <DIV> </DIV> <DIV>Please increase the duraction to 1-2 minutes,</DIV> <DIV>cuz its a joke now.</DIV> <DIV> <HR> </DIV></DIV></BLOCKQUOTE> <DIV>you arnt supposed to use it when everyone else is buffing ... if your pulling use it right as your pulling or right as you get back to the group ... if you arnt and your still MT then use it right before the mob gets to the group</DIV> <DIV> </DIV> <P>Message Edited by TheRealDude on <SPAN class=date_text>12-07-2004</SPAN><SPAN class=time_text>10:35 AM</SPAN></P><p>Message Edited by TheRealDude on <span class=date_text>12-07-2004</span> <span class=time_text>10:36 AM</span>

Maendark187
12-08-2004, 01:17 AM
<DIV>Lets keep this thread about bugs, not the skills you don't like.  </DIV> <DIV> </DIV> <DIV>Some "bugs" are sort of blurry to me, such as not being able to land swooping dragon on a mob when a higher level SD has already been used.  In fact, does the description even mention the dot component?   I don't think so.    I didn't even notice the component until I had it at Adept I.  Perhaps a coincidence, or maybe it starts dot damage then?  </DIV> <DIV> </DIV> <DIV>I noticed the taunting slap problem too as soon as I got it.  </DIV> <DIV> </DIV> <DIV>As far as other bugs, some may simply be by design, such as stacking issues with Martial Focus and Brawler's Stance.  </DIV>

Bloodied
12-08-2004, 01:26 AM
I'd really like the kata to be better looking too. I'd suggest not putting a bow at the front and back, though. You can do this yourself with the /bow command, and if you leave it out then you can chain the kata animations into a longer and more variable affair.A nice option would be to allow monks to fire off their animations without a target, just for the look of it. Sort of like you can with assault. Then you could construct your own kata.

Maendark187
12-08-2004, 01:59 AM
<DIV>Enough with the d amn Kata posts, we want this thread to be as easily readable by any devs who want to find bugs with our class, not have them sift through 200 people who wish the kata had a neato wiggle about 3 seconds in and ended with a bow you wankers</DIV><p>Message Edited by Maendark187 on <span class=date_text>12-07-2004</span> <span class=time_text>01:00 PM</span>

Windy
12-08-2004, 05:37 AM
<DIV>Can I add Firey Fists?  L21 Bruiser combat art.  I know this is a monk post, but lets face it, SoE favors qeynos over freeport, and really doesn't care much about bruisers.  Our only hope of getting love is for monks to get a fix, and hopefully "that other class they made in freeport so that monks wouldn't feel left out of having a counterpart" might get fixed too, even accidently.</DIV> <DIV> </DIV> <DIV>I know they might accidently give this art to the monks, but unless it's fixed, who cares?  Firey Fists is a 2 conc buff, that allows bruisers to think about proccing a 5-7 point damage hit.  Of course, proc's about 1 out of 10 fights, so it rarely shows up.  It's easy to spot though, it's the only hit that's orange and in single digets. =P</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Seriously though, very good thread.  Addresses alot of problems that brawlers on both sides of the fence have.  Oh, and take a look at the bruiser harness, and you'll feel a little ( not much ) better about your green jumpsuit.  Haven't seen your kata either, but it can't be much lamer than the bruiser kata.  Not with all the animal forms, pets and the ability to make people dance ( Coercer is soooo much fun )</DIV>

Dooy
12-08-2004, 09:23 AM
<DIV>Has anyone else had the problem where FD will knock off your food/drink buffs?  There has been many times where they poof and are gone for long periods of times and I would have to force myself to eat/drink because I am either out of life or power and not regenning.  I have yet to play with this for the last couple of days, and may have been addressed.</DIV>

SomeDudeCRO
12-08-2004, 01:29 PM
" don't think Taunting slap should do damage, even if it is in the description. Mostly because sometimes you want to stack taunts onto a mezed creature before you engage it again so it doesn't automaticly charge the healer or caster when the mez finaly breaks. "I agree. If they were to do this, then they should also change the animation, as when tuanting with taunting slap you strike the enemy.

Kwonryu_DragonFi
12-08-2004, 03:09 PM
<DIV>Good list Bonesbro, you have many things that affect gameplay in that list that the devs should take a closer look to.</DIV> <DIV> </DIV> <DIV>Mend should have both a longer range as well as a quicker refresh to make it more useful.</DIV> <DIV> </DIV> <DIV>Only one thing wrong though, you said that the Silent Fist Kata wasnt very stylish for monks (monkly?).</DIV> <DIV> </DIV> <DIV>That is incorrect, the in-game Kata is a Wushu form, not a Karate Kata.</DIV> <DIV> </DIV> <DIV>You may not see that kind of flailing with the arms (or arm waving as you call it), flexing and so forth in a Karate Kata, but they exist in several Wushu forms.</DIV>

Ravon Da
12-08-2004, 11:29 PM
I just wanted to add that I have never really had a problem with thundering fists, it does work.Okay, to start off with, I solo.... a lot.... why? I dunno really, just because I can really. But anyway, It does proc and sometimes quite often. In fact, I seem to notice a bit of a string effect. Or... if it procs once it's more likely to proc again. Way back when I was 18 or so I remember soloing quite a few mobs and they would never even throw a punch. But, I do believe there's a problem with it. The animation for the proc, I think, it like a little electrical shock deal, kinda like lightening/electricity from you to the mob. The problem is that I don't think it procs when you use an ability, it will only proc when you're just simply hitting. I could be wrong, but I do know that I see it happen more often when I don't use any abilities.

Dooy
12-09-2004, 03:53 AM
<DIV>Ohhhhh that is what the ligtning thing was. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />  Thanks for clearing it up.</DIV> <DIV> </DIV> <DIV>I know it isnt a bug really, but it bugs me, when you are stunned you can not cast FD.  Usually when i am running from a mob or about to get into trouble I get stunned and can't run, can't FD, can't even fight, just die, only option.</DIV>

GangsterFi
12-09-2004, 07:39 AM
"Silent Fist Kata isn't very monkly. No showmanship, flexing muscles, or stupid pointless arm-waving. Any martial artist doing those in a kata would be laughed at. A suggestion for a possible change in animations: Bow; some blocks, in multiple directions; some attacks, preferably using at least 2 stances; bow. Perhaps a few variations on the animation?Personally, I wouldn't mind if it starts immediately with an impressive looking attack like the roundhouse kick, because my favorite use of the Kata is to Wind Walk directly in front of someone harvesting and fire off the Kata "Actually, its very monk-like. The chinese keep things simple, and do not stress flashy or giant moves. They practice them, but its really more of a training tool than anything else. Monks live simple lives, and have no desire for materialistic things. I think that one thing thats being crossed here, is that kata, is a japanese word. Where as the monk, is really more based off the shaolin monk, and not the samurai. In TCMA, they would just call them forms, or by their name, like Siu Lim Tao for example. A lot of short forms are just like that. I know a southern dragon form thats only 16 postures. I think that the kata is fine. The chinese also don't bow, they salute instead. There is a culture difference here, and I know this is fantasy and not real life, so therefore you really can't compare it to anything, but the shaolin monks. Since most of the skills and training is based off that. Kung Fu is over 4,000 years old, so its been around a lot longer than a lot of things. The very first forms of kung fu were used to keep the monks in great physical shape so they could study buddhism and do their daily duties.One bug I have noticed (or maybe its not a bug and just needs to be impletmented) is that casters will know when their buffs and spells fade because a message tells them so. However, on monk skills when they fade it doesn't tell you. So, the spell will fade, and when it fades you gotta wait for the recast time to pop. I don't know if this is how they intended it to work. For example, staggering stance or its upgrade martial skill, when I cast it on a party member it lasts like 3 mins. Now when it starts fading the icon just blinks but i get no message in my chat box that its fading. Now with mages they get messages. I am not sure how it works since I do not play a mage, but they know when their buffs fade and when mez breaks. Instead ours just fade, and when they fade you are subject to recase times. It seems it would be nice if we had this feature. When I'm in a good group we have no down time, so I often do not look at the buff icons, I just watch health, mob health, and group chat.