Flurry strikes seems kinda jank being a proc instead an ability replacer. You could have easily had it replace fists of fury when you met the requirements needed for it instead of being a damage and energy requirement allowing you to use it when you needed to.
You talked about not wanting people to need addons but you design things to need addons as i hear people need a weakaura tracker for it if they use it.
I know most are using conduit but i’m just saying it being this passive thing instead of more controlled and active. Monk is not suppose to be chaotic.
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I wish we had a choice node. Either Fists of Fury, channeled, or Rising Dragon Punch which applied a Fire based DoT and dealt a large upfront amount of damage. If I could design for Monks there would be so many QoL changes, including being able to use your weapons in your attacks, somewhat like what the Sith Assassin (ToR) and the Spiritborn (Diablo 4) do.
Oh and there would be glyphs to replace the Celestials with known Loa, Universal Elemental Spirits, The Elemental Furies from Draenor and other such things. They’ve said Monks use Spirit the same as Shaman, just in a different way; so why the heck not?
What I mean by this, is a Conduit Monk could choose to evoke Kimbul (Tiger), Torcali (Ox), Paku (Serpent), Gonk (Crane) and so on up the line, or something else. Windwalkers would also get Stealth though it’d only be good for an initial opening attack, or for escape abilities like Windwalk (Blademaster, Warcraft III).
Honestly… The Monk class has so much potential and yet all of it is constrained and locked behind a single race. We want less Kung-Fu Panda, more Crackling Jade Lightning and Big Trouble in Little China motifs. At least when they made Tauren Paladins, they gave them their own lore separate from the Holy Light. The same is needed for Monks as well.
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its weird how Monk in WOW is, when there so many Good design behind warcraft (blademaster) and d3.
like you said it would be nice to have rising dragon punch applying Fire Dot could also be Bleed(trauma) from Hard hitting punch/kick after all we been training for Years on a mythical turtle
Brewmaster doesn’t have fists of fury so replacing it wouldn’t quite work - not really sure what else in the brm kit would take it’s place if it was fof for ww and something else for brm.
Well i really like the ideas you got cookin up and yea i’d love the idea of a choice node being fists or dragon punch, that feels better.
As for being tied to one race yea i feel that. I mean they wanted to move outlaw away from the whole pirate thing.
With procs being more often now I think it feels significantly better today than it did yesterday. I will gladly hop on board with more changes being useful, but this was a nice change.
I agree, it definitely popped off quite a bit more yesterday. I didn’t look at actual numbers, but I’d guess it was a little less than twice as many procs over the course of a dungeon. Not a very repeatable test since dungeons are not a very consistent matrix.
I also think that if it was a proc to go off on your next TP it might feel better for timings, but with TP being our generator we would be forced to use the proc in order to continue our rotation. Maybe a BoK replacement proc would work better? I’ve never been a big fan of the random proc = big damage stuff they add in the game, but at least we can track the proc to gauge when it will go off and try to time it to our advantage.