Monk passives
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I'm curious to see if people would object to the monk style passives being removed, or added to the active stances.
This is purely for OOC reasons, not balance. Scripts need to run a check every time someone logs in, which definitely contributes to lag. Active powers only fire when used. The monk passives are flavorful, but quite minor, so I don't think they'd be that missed if not always on.
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Having to constantly toggle abilities on is really troublesome. You often take damage, and occasionally die, in the brief seconds when you did not notice the "timer" has passed and you drop abilities. Is there a better way of implementing abilities rather than the 20 second timer?
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Some monks would get impacted harder from that than others.
Asp monks +3 saves vs poisons would be redundant due to them getting poison immunity during their active for example. It's not a huge nerf though so I don't think anyone's going to utterly freak out if they were moved (or removed altogether)
That said if you do want to balance the change mechanically, you could maybe make the passive effect slightly bigger while moving it over to an active?For example bear monks +1 fort -1 will could be +2 fort -1 will?
Iron Robe's -1 fort +1 will could be changed to -1 fort +2 will
Heavenly fist's 2/- neg resist could reasonably be 5/-
Asp monk's +3 saves vs poison would become redundant as soon as they hit level 3, maybe just give them something else?I don't think any of them will suffer greatly if you just moved it without changes though.
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Balance and suggestions are a different issue. I just want to know if these are really so deal breaking that removing them will be a problem.
Like I said, this is purely for OOC reasons, not balance. Every check in a login script has to run for EVERY PC that logs in. Think about how often that occurs, and how many actual checks are being made. It's not like removing this will solve lag, but lag isn't made up of one huge thing, but lots of little things that add up in this fashion.
Fighter passives have the same issue, but I can see that those have to be there- many kits are nothing but passives. In the case of the monk, their stances are active- the passives are just flavor and mostly so minor that they don't define the stance.
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Is it possible to "grant" these bonuses in a way where you don't have to keep hitting a key to activate it? For example, to key it to if you put on or take off gear? For example…
PC activates ability. Ability is permanent until any weapon/armor/gear is removed or changed. At any time, PC can toggle abilities on and off, mainly in case it does not fire or fire properly.
This would be similar to the bravo ability, except without the timer. The script only fires when gear changes.
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Is it possible to "grant" these bonuses in a way where you don't have to keep hitting a key to activate it? For example, to key it to if you put on or take off gear? For example…
PC activates ability. Ability is permanent until any weapon/armor/gear is removed or changed. At any time, PC can toggle abilities on and off, mainly in case it does not fire or fire properly.
This would be similar to the bravo ability, except without the timer. The script only fires when gear changes.
Thune, monk actives aren't unlimited.
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We are discussing their passive abilities, I believe?
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That would be more checks than log in though.
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The only reason we have that for the fighters is to prevent exploits.
Half the code I make is to prevent exploits…
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Balance and suggestions are a different issue. I just want to know if these are really so deal breaking that removing them will be a problem.
It wouldn't be deal breaking at all to remove the passives no, they don't really define the kits that much and most of the passives aren't even buffs since they just move your saves around rather than adding onto them (-1 will +1 fort and so on).
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In honesty I say remove them and replace them with some tiered and flavoured specific 'way' gear. Few basic ones at the monk shop and awesome one's on harder quests and exploration loot tables.
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That would be neat, like a monks belt of the asp, monks belt of the heavenly fist… etc
Just put in the description that it should only be used by that specific kit. -
Remember what this topic is about? Stick to it, stop sneaking suggestions about unrelated things in here.
Make a new thread to suggest loot if you like.
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I have never played a monk, wouldnt make any difference to me!
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Sorry if it seems off topic boss, it does just seem the best way to keep the kits bonus around, without the need for scripts. Kill the passives and create replacement loot. Loss load on the server, flavour maintained.
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Too much hassle, would need to update constantly if you got new and new abilities. Would alsobe exploitable for multiclassing if it gave you all the best stuff at once.
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Just looking over the Monk Kits, it seems the Passive ability only slightly re-balance monk saves as stated previously, or a slight bump vs poison saves, or a slight resist for negative energy.. all the current Passive abilities could easily be moved to "only during channeling ki" with a simple explanation that it is the movement of the ki that causes the previous "passive" ability to activate.
There seems to be no apparent deal breaker if this happens.
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Way of the Asp
Passive:
+3 Saves vs . PoisonChannel Ki:
- +1 AB
- +1 DEX
- Immunity: Poison
- +1 DEX
- +2 AB, +2 AC
- +1d4 Acid Damage, 1 extra attack
- +1 DEX, 2d4 Acid Damage
Way of the Iron Robe
Passive:
-1 Fortitude, +1 WillChannel Ki:
- 5/+1 DR, -2 AC
- +25% Slashing, Piercing, Bludgeoning immunity. -2 AC
- 10/+1 DR
- +25% Slashing, Piercing, Bludgeoning immunity, -2 AC
- Immunity: Knockdown
- Immunity: Critical Hits
- 5/+2 DR
Way of the Heavenly Fist
Passive:
2/- Negative energy resistanceChannel Ki:
- 2d4 divine damage vs. Undead
- +4 AC vs. Undead
- +2 Wisdom, +2 Charisma
- +2 AB, +3 AB vs. Undead
- 1d4 divine damage, 2d8 divine damage vs. Undead
- Heal allies for hitpoints equal to twice your monk level when activated.
- Glowing white eyes, Immunity: Negative Level / Ability Drain
Way of the Bear
Passive:
+1 Fortitude, -1 ReflexChannel Ki:
- d4 damage, -1 AB
- +2 HP/level when active
- +1 STR, -2 AB
- 2d4 damage
- +1 STR/+1CON when active, +2 HP/Level, -3 AB
- +1CON when active
- 2d8 damage, -4 AB, +2 HP/Level, +1 STR when active
Just, for reference.
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Instead of checking for levels, just give the monks the full bonus of the kit.
As for the multiclassing issue, monks already have restrictions. We can better see how to balance it after people use it to the max. Low levels monk play is sucky anyway and right now a lot of quests have a dumb amount of dispels so it might already be okay.
Shapeshifters can't take monk kits though unless it is a specific alignment / style, imo.
And a perfect time for a Mortal Combat plot.
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Thanks for the input, all. Passives are out, and lag will reduce somewhat- though probably not enough to notice. It's lots of little things, and the unnecessary ones need to go.