Of all classes, monks design should be the most detailed since it involved heavily with martial arts. But in the game, I found that their design is weak. It has the silhuoette of a pathetic thug who holds 2 knives vertically with their arms (unrealistic with how force is applied to a firm grip) just waiting to stab people. Their weapon choice should be related to their acrobatic moves, as equivalent to the other classes with their own unique traits (crusaders are “heavy” with armor and shields, babarians are “savage” with exposing muscles and large weapons, …). Furthermore, the tempest class design is basically monk but better because at least they have a logical way of holding those knives, for both function (slash and stab) and the look. While the combat monks identity comes with their beads and robe around their torso and arms which pair with design lore’s philosophy, their routine of performing purification rituals/ recite sutras (like crusader’s design with the cross symbol), their weapons should be involved with their punches and kicks, such as knuckles and plated boots, not just as a lack of creativity to only hold knives like the assasin class in diablo 2 that makes players feel like this class only receive re-texture of old 3d model treatment. I see no monk on the battlefield filled with demon hunters, blood knights, … While I play as a “monk” villager NPC. The design identity for monks is just straight bad and irrelevant. I am sorry for the long paragraph but after the Berserk cross event, I am so disapointed to the design direction to this class that I think I have to write this on behalf of monk class players. I only hope that the class which I and many players love to play is more well-designed, that they don’t just look like an ordinary person compared to the other classes (even the NPC in bases look better than them!) and the devs/designers should take this as a consideration to to fix the design as a way of proving their professionalism above an intern level in an AAA MMO game.
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