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A cool monk change
https://nevergrind.com/forums/viewtopic.php?f=1&t=337
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Author:  Maelfyn [ Mon Mar 17, 2014 1:01 pm ]
Post subject:  A cool monk change

Monk's basic crane kick finisher and their basic tiger strike are now AE attacks. This basically gives monks more appeal as unique AE melee type. Shadow knight is kind of like this as a hybrid, but probably not as good at AE.

Author:  Drete [ Mon Mar 17, 2014 1:14 pm ]
Post subject:  Re: A cool monk change

I know who's gonna play the monk in the coming days. :D

Author:  Maelfyn [ Mon Mar 17, 2014 1:25 pm ]
Post subject:  Re: A cool monk change

I might have broke the game because cobra strike+life leech+ these AE attacks. I dunno. lol

Author:  Maelfyn [ Mon Mar 17, 2014 1:36 pm ]
Post subject:  Re: A cool monk change

Monk hand-to-hand weapon damage calculation has been adjusted... slightly :)

Author:  Drete [ Mon Mar 17, 2014 1:37 pm ]
Post subject:  Re: A cool monk change

When are you pushing this live? :D Monk was the class I initially tried in NG, as it was my main class in EQ.

Author:  Maelfyn [ Mon Mar 17, 2014 1:53 pm ]
Post subject:  Re: A cool monk change

Drete wrote:
When are you pushing this live? :D Monk was the class I initially tried in NG, as it was my main class in EQ.

I see you just hopped on. I'll push it now for ya. Refresh and you should be ready to rumble.

Author:  Drete [ Mon Mar 17, 2014 6:56 pm ]
Post subject:  Re: A cool monk change

The monk is plain awesome right now, and still not unbalanced in any way. Great work!

On the other hand, Tiger Strike still has the old tooltip text!

Author:  Maelfyn [ Mon Mar 17, 2014 7:04 pm ]
Post subject:  Re: A cool monk change

Drete wrote:
The monk is plain awesome right now, and still not unbalanced in any way. Great work!

On the other hand, Tiger Strike still has the old tooltip text!

I'm on it! :mrgreen:

Author:  Maelfyn [ Mon Mar 17, 2014 7:06 pm ]
Post subject:  Re: A cool monk change

Drete wrote:
The monk is plain awesome right now, and still not unbalanced in any way. Great work!

On the other hand, Tiger Strike still has the old tooltip text!

I'm considering adding one more thing to crane kick to make it even more fun.

Author:  Drete [ Mon Mar 17, 2014 7:08 pm ]
Post subject:  Re: A cool monk change

I hope it's an AE interrupt. :D

Author:  Drete [ Tue Mar 18, 2014 12:38 pm ]
Post subject:  Re: A cool monk change

I feel the monk is very close to the ranger power wise by now. The ranger's standard attack is to hit one mob three times, the monk strikes up to three targets once. They also remain alive quite well even in tough situations now but are still not way overpowered. Good job!

I'm gonna play on and see how Drete fairs against the raid bosses later though, cobra strike almost feels a bit overpowered in grinding situations right now. Not sure how good it is vs a single big target though.

Author:  Maelfyn [ Tue Mar 18, 2014 9:35 pm ]
Post subject:  Re: A cool monk change

Cool, thanks for the feedback. Btw, I am afraid of them becoming OP with leech+cobra strike.

Author:  Cords [ Tue Mar 18, 2014 10:07 pm ]
Post subject:  Re: A cool monk change

I like the monk changes allot, but won't level him past where I am now, because I'm trying to get my pally level 99

Author:  Maelfyn [ Tue Mar 18, 2014 10:15 pm ]
Post subject:  Re: A cool monk change

Trying for level 99 might require nevergrind rehab.

Author:  Cords [ Tue Mar 18, 2014 10:16 pm ]
Post subject:  Re: A cool monk change

Especially with a Paladin. lol 1 mob at a time for 99 ha... less you add higher level zones. cause level 55 mobs will be grey at 99

Author:  pharmakos [ Tue Mar 18, 2014 10:33 pm ]
Post subject:  Re: A cool monk change

Cords wrote:
less you add higher level zones


sebilis, veeshan's peak, and temple of veeshan :D

veeshan's peak / temple of veeshan would involve chain killing dragon after dragon

would be awesome

Author:  Cords [ Tue Mar 18, 2014 11:12 pm ]
Post subject:  Re: A cool monk change

Lol I hope he adds those. BTW I forgot to add to the Velious/Kunark items list Fungi Tunic :D

Author:  Drete [ Wed Mar 19, 2014 9:33 am ]
Post subject:  Re: A cool monk change

I've come up with a possible solution to the monk and ranger being too far ahead (at least that's how I feel at this point). Spawning mobs on random positions instead of from the middle outwards would make the AE attacks somewhat less OP.

Edit: And if you want to take balancing issues a step further, you could probably change non-healing AE classes (magician, wizard, possibly more) the ability to hit 3 random targets instead with their AE's, if you follow the above suggestion.

Author:  Maelfyn [ Wed Mar 19, 2014 9:49 am ]
Post subject:  Re: A cool monk change

Drete wrote:
I've come up with a possible solution to the monk and ranger being too far ahead (at least that's how I feel at this point). Spawning mobs on random positions instead of from the middle outwards would make the AE attacks somewhat less OP.

Edit: And if you want to take balancing issues a step further, you could probably change non-healing AE classes (magician, wizard, possibly more) the ability to hit 3 random targets instead with their AE's, if you follow the above suggestion.

I dunno, I've seen a lot of posts about how SK, Paladin, Bards and others are very powerful. I'm not exactly sure what the actual class "power rankings" are at this point. Honestly, I don't even think I'd pick ranger or monk. I think if you took a poll, everyone's lists would look very different.

Author:  Maelfyn [ Wed Mar 19, 2014 9:51 am ]
Post subject:  Re: A cool monk change

Regarding spawn position, yeah. Maybe I could make the center position always appear first, but make adds appear in random positions from there.

Author:  Drete [ Wed Mar 19, 2014 10:22 am ]
Post subject:  Re: A cool monk change

I forgot about shadowknights, and bards are very special anyways. Paladins might be tough, but they're not up to par in killing speed with the others I think.

Anyways, just found another minor error. The skill descriptions on the monk mention the Spirit stat, but the character sheet names it Technique Points. :)

Author:  Maelfyn [ Wed Mar 19, 2014 9:00 pm ]
Post subject:  Re: A cool monk change

Whoa, nice catch. Fixed next patch.

Author:  Feragh [ Thu Mar 20, 2014 5:47 am ]
Post subject:  Re: A cool monk change

This conversation is something I was intending to ask about. Is the game at a place where you would like us to comment on balancing ideas or are you still wanting to focus more on bugs?

And minor error note. The Mage class can't unsummon a pet once it is in play like other classes. Re-casting the spell states, "A minion has already been summoned." Gets especially tedious since they actually have a variety of pets to choose from and you have to log out or get it killed to summon a new one.

Author:  Maelfyn [ Thu Mar 20, 2014 9:45 am ]
Post subject:  Re: A cool monk change

Feragh wrote:
This conversation is something I was intending to ask about. Is the game at a place where you would like us to comment on balancing ideas or are you still wanting to focus more on bugs?

And minor error note. The Mage class can't unsummon a pet once it is in play like other classes. Re-casting the spell states, "A minion has already been summoned." Gets especially tedious since they actually have a variety of pets to choose from and you have to log out or get it killed to summon a new one.

Oh yes, thanks for reminding me about this. I noticed this too and then forgot to fix it. At this stage all feedback is appreciated. Many suggested ideas have been used in the game.

Author:  Drete [ Thu Mar 20, 2014 11:56 am ]
Post subject:  Re: A cool monk change

One man can't possibly come up with all good ideas on his own! He can, however, choose to reject other people's ideas when he doesn't think they're good. Game construction 1-2-3. :)

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