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Unread 09-20-2006, 03:11 AM   #54
Azazel-Defia

 
Join Date: Dec 2004
Posts: 46
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This is a hot topic (again), so I guess adding to it (again) might possibly bring some attention (never) to a situation that is in dire need of a well thought out (hahaha- good luck) fix.
 
I apologize for the sarcasm since it isnt constructive, but it is honestly to the point that without some wry humor I cant even stand to approach this subject. I think my first ever forum post was on this exact topic 4 months out of beta.
 
So to approach the OP's point first so as not to be accused of derailing, brawler balance.
 
I am going to make a few huge assumptions, mainly because there is no official statements I can draw on that cant be twisted or reneged in a moment. I will base my assumptions on general feeling in the forums for the past year +.
 
Intended
1. Tanking- Monk > Bruiser
2. Damage- Bruiser > Monk
3. Utility- Monk = Bruiser
 
Tanking
To make a balance work, Monks need a comfortable edge in tanking that is equal to the Bruiser edge in damage. Monks need to find a sustainable mitigation advantage and a sustainable avoidance advantage. Avoidance changes are obviously not as critical since the avoidance tanking system has been disfunctional.
 
Mitigation is the biggest sticking point for monk tanking. Having scouts tank equally to a monk, simply due to mitigation difference, is beyond ridiculous. Without the ability to sustain mit levels higher than scouts for all brawlers, and the ability for monks to sustain higher mit values than bruisers, their is no way to balance this issue currently.
 
The Monk mitigation + root ability was mentioned in an earlier post. It is useless when compared to the mitigation + health drain. It has a painfully long cast time, it is short duration, you cant use it to pull, and it is much weaker. Making it a toggle ability and much stronger could help, but that is just a thought.
 
The brawler heal abilities are also off. Monk version = longer recast, weaker effect, target others, mana free. Bruiser version = shorter recast, stronger effect, self only, low mana cost. The only advantage the monk version has is the mana free cast, I personally consider the ability to cast on others or self only an even trade. Both styles can give you problems or cause complications when using the ability. The weaker effect and longer recast seems excesive penalties to pay. If they dont want to be able to heal 5000hp on a guard with a monk heal they should add different heal amounts if the monk uses it on self or on target.
 
 
Damage
Damage seems to be inline when comparing brawlers to each other. It is a bit off when comparing brawlers to others.
 
Some issues to fill this area.
Bruisers hate their proc buffs.
Monks think their haste is a dead end ability.
 
 
Utility
Utility also seems balance between the two. Giving monks a bruiser ability that dead ended at 50 seemed like a backhand to the face, but it was nice to get something.
 
 
Ok now derailing to raid usefulness. I dont have any clue how to do this well. I feel bad that the developers painted themselves into such a sad corner.
 
The best I could come up with is debuffing abilities. Give monks abilities that debuff att speed, dps, str, int, and attack skills. Give bruisers abilities that debuff, mit, resist, wis, agi, and defense skills. This would give them added utility and increase their ability to do their respected job focus in smaller groups as well.
 
Problem with this is that if you make the abilities stack with scout, mage, and priest ones.....bring on the cries of content being marginalized and huge nerfs all around. Or watch as enemies have their difficulty cranked up so the change is moot, and we all remember how well this worked when they decided avoidance was overpowering. In fact, dont remember, go play and see how it feels seeing as this is ongoing.
 
Anyway I am going to wind down now. BUT FOR THE LOVE OF GOD this is a real issue, please dont let this go another 9 mos with no corrections.
 
Az
Nek
70 monk
 
 
 
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