Ever since playing EverQuest for PS2, called EverQuest Online Adventures and the expansion called EQOA: Frontiers, I have wanted to have another chance at playing a Monk as they were designed in that game. The game was the brainchild of the 2 main EQPC devs, I believe the main dev played a Human Monk named Ararat (if that’s correct , i can’t believe i remember … ), and there was a reason why he chose to play that class.
Disregard most of what i’m about to say about the duration of some of the monk abilities, but the rest was 100% amazing – you could surely make similar spells, though, IE by changing the UTTERLY BORING Fists of Fury animation to something more LIVELY, like EQOA had.
In that game, Monk had all manner of martial arts moves, crazy punches, upper cuts, kicks, and every melee ability they had shared the same effect, which was simple but brilliant to behold, and those animations NEVER became tiresome or boring. Basically, they just used the same bright yellow/white-ish light that TRAILED the movements of the hands if the ability was any kind of punch, and trail the feet for kicks.
This is the part that you can take, leave, or modify for implementation in modern WoW: as you leveled up, you not only got new ranks of the same core abilities that used a singular attack/animation (such as a single kick, or a single uppercut, and were quick, as you would expect), but they also threw in some complex martial arts combos that were fully played out by using an individual ability, some of which took 3-6 seconds to complete the animation & full damage to land (the damage was broken up to be synced with each of the combo’s individual attacks that were strung together seamlessly to comprise the ability in full.
In wow, you probably wouldn’t want any single melee ability (in button presses, not as in ability sub-animations) to go on longer than 4 seconds at absolute most, like Fists of Fury, but this actually gives me another idea:
What if Monk was designed around POTENTIALLY FANCIFUL, BEAUTIFUL, AND DYNAMIC MARTIAL ARTS COMBOS that were designed mechanically using a tree-type diagram, in which you had X amount of initiatory abilities, which each had a small array/group of abilities which could only be triggered either DURING the initiating ability’s animation (queue it up) or IMMIDIATELY SUBSEQUENT/THEREAFTER.
The biggest hitting abilities would obviously be whichever final ability you choose to go with at the end of your stringed combo, assuming that you make it there without breaking your combo via allowing too much downtime while transitioning from the 1st to 2nd ability or 2nd to 3rd, for example.
Obviously, there would be more depth to these choices than mere damage. Each initiatory ability should have it’s OWN INTERACTIONS and/or PROS & CONS of using any particular one over another, and same goes for the intermediate choice, as well as the finishing move you choose to go with. I’m literally developing this idea in my mind as I type this, and I can’t believe how amazing this could be.
Description
Combo-Initiating abilities determine the auras/buffs available for subsequent abilities that remain within the self-contained combo type [if you switch prematurely, you lose out on that string of increasing buffs for subsequent abilities within a combo, up to say, 3-4 abils per combo; could be as simple as 10% crit * number of abils within a combo] , as well as giving a buff which increases the damage done by the opposing combo type, encouraging combo-type diversity. with it’s owned self-contained, temporary, and unique set of interactions/stat buffs/auras.
Combo-Initiating Punch Ability [IE: Tiger Punch]
No buffs on combo-initiating abilities, except maybe haste.
Open-ended priority-driven gameplay, determined by the amount & type of subsequent buffs that result from stringing together a higher number of abilities within a combo type [punch/kick], and how they most effectively apply to available abilities.
Follow-Up Punch [Ex: Whirling Dragon Punch]
Increasingly empowered, as 2nd strung ability in combo.
Look nice line break
Combo-Finishing Punch [Ex: Fists of Fury]
Increasingly empowered, as 3rd strung ability in combo.
Look nice line break
Combo-Initiating Kick Ability [IE: Blackout Kick]
No buffs on combo-initiating abilities, except maybe haste.
Open-ended priority-driven gameplay, determined by the amount & type of subsequent buffs that result from stringing together a higher number of abilities within a combo type [punch/kick], and how they most effectively apply to available abilities.
Follow-Up Kick [Ex: Spinning Crane Kick]
Increasingly empowered, as 2nd strung ability in combo.
Look nice line break
Combo-Finishing Kick [Ex: Rising Sun Kick]
Increasingly empowered, as 3rd strung ability in combo.
Look nice line break