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Switch to Forum Live View Legends & Lore: Here Comes . . . the Monk!
7 months ago  ::  Nov 13, 2012 - 10:44AM #1
Dragonette
Date Joined: Jul 28, 2011
Posts: 632
Legends & Lore: Here Comes . . . the Monk!

As it happens, the monk shows off a few of the steps we're already taking based on feedback we've seen in forums, blogs, and elsewhere. We usually wait for survey results to give us a clear direction, so everything in the monk is subject to change. That said, I feel fairly confident that the forum feedback we're using has shown up in enough different places and on a consistent enough basis that it'll come through in the survey.

You can discuss the article here.
Monica
Wizards of the Coast Online Community Coordinator
A friendly dragon.
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7 months ago  ::  Nov 13, 2012 - 10:52AM #2
SleepsInTraffic
Date Joined: Feb 12, 2009
Posts: 4,533
kneejerk reaction at reading the monk (no maneuvers read yet): seems along the right lines.

will edit later with maneuvers response.

EDIT: Yeah the maneuvers look pretty awesome too.  Can't wait to see the math breakdown guys.  I'm sure in my very brief reading I am missing a mathematical nuance or two, but so far I at least like the ideas I am seeing in here for the Monk.  So ideas are solid lets see if the execution of them are solid (I really need to get work done so I can't take the time to break down all the math)

Only complaint so far: Flurry of Blows/Step of the Wind is kindof a tax moment at the beginning.  At least it feels like that to me.  Kinda like parry is a tax on fighter's maneuvers.  Iron root defense is frickin baller though.
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7 months ago  ::  Nov 13, 2012 - 10:52AM #3
mellored
Date Joined: Jul 8, 2008
Posts: 19,439
YEA MONK!

BOOO ALIGNTMENT!!!
guides Show
my builds Show

F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
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7 months ago  ::  Nov 13, 2012 - 10:54AM #4
Mand12
Date Joined: Jun 17, 2010
Posts: 16,931

Nov 13, 2012 -- 10:52AM, mellored wrote:

BOOO ALIGNTMENT!!!




D&D Next = D&D:  Quantum Edition
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7 months ago  ::  Nov 13, 2012 - 10:57AM #5
Crimson_Concerto
Date Joined: Aug 28, 2005
Posts: 9,913
Everybody please go to the comment section of that article and express their distaste for the alignment restriction. Please.

Why, yes, as a matter of fact I am the Unfailing Arbiter of All That Is Good Design (Even More So Than The Actual Developers) TM

Speaking of things that were badly designed, please check out this thread for my Minotaur fix. What have the critics said, you ask?
"If any of my players ask to play a Minotaur, I'm definitely offering this as an alternative to the official version." - EmpactWB
"If I ever feel like playing a Minotaur I'll know where to look!" - Undrave
"WoTC if you are reading this - please take this guy's advice." - Ferol_Debtor_of_Torm
"Really full of win. A minotaur that is actually attractive for more than just melee classes." - Cpt_Micha

Also, check out my recent GENASI variant! If you've ever wished that your Fire Genasi could actually set stuff on fire, your Water Genasi could actually swim, or your Wind Genasi could at least glide, then look no further.

Finally, check out my OPTIONS FOR EVERYONE article, an effort to give unique support to the races that WotC keeps forgetting about. Includes new racial feature options for the Changeling, Deva, Githzerai, Gnoll, Gnome, Goliath, Half-Orc, Kalashtar, Minotaur, Shadar-Kai, Thri-Kreen, Warforged and more!
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7 months ago  ::  Nov 13, 2012 - 11:02AM #6
Saelorn
Date Joined: May 27, 2012
Posts: 2,932
Ugh, daily resources on a martial class.  I thought we were moving away from that

Also, our first class to rely on two primary stats, and thus which can continue to improve its primary abilities beyond when Dex hits 20.  This does not bode well.
The metagame is not the game.
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7 months ago  ::  Nov 13, 2012 - 11:02AM #7
Mand12
Date Joined: Jun 17, 2010
Posts: 16,931
Since when have monks ever been purely martial?  They've always had the mysticism bent, with daily resources.
D&D Next = D&D:  Quantum Edition
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7 months ago  ::  Nov 13, 2012 - 11:02AM #8
SleepsInTraffic
Date Joined: Feb 12, 2009
Posts: 4,533
Except that I am fine with the alignment restriction...They have to follow the rules of their monastic tradition.  They must follow them as laws.  Little transgressions are fine (if you want I'll explain the bucket theory for alignment later), but for the most part it is their monastic traditions, and their lawful adherence to them, that define the monk.
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7 months ago  ::  Nov 13, 2012 - 11:03AM #9
Mand12
Date Joined: Jun 17, 2010
Posts: 16,931
Why must all monastic traditions require rigid adherence to rules? 
D&D Next = D&D:  Quantum Edition
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7 months ago  ::  Nov 13, 2012 - 11:04AM #10
mellored
Date Joined: Jul 8, 2008
Posts: 19,439

Nov 13, 2012 -- 11:02AM, SleepsInTraffic wrote:

Except that I am fine with the alignment restriction...They have to follow the rules of their monastic tradition.  They must follow them as laws.  Little transgressions are fine (if you want I'll explain the bucket theory for alignment later), but for the most part it is their monastic traditions, and their lawful adherence to them, that define the monk.


Except you could have a caotic monk as a street brawler.

guides Show
my builds Show

F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.
Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.
Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.
Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.
Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.
Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
Indestructible Simply won't die, even if you sleep though combat.
Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.
Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.
The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.
Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power
Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken
Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.
Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.
Super Knight A tough, sticky, high damage knight. Strong.
Super Duper Knight Basically the same as super knight, only far more broken.
Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.
Swordburst Maximus At-Will Close Burst 3 that slide and prones.  Protects allies with off actions. Strong, possibly over powered with the right party.
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