One of the problems I have with the smiting line, IMHO, is that unlike Fire
(AoE damage), Healing (restore health bar), or most other lines, it lacks a
vision to guide the developers along in evaluating the appropriateness of
its skills and their relative strengths. As I see it, a monk is essentially a
"defensive" class, and the smiting line currently breaks that mold creating
one class with a bulk of the defensive abilities -- but one that has a very
strong offense. No other class has such strong combination of both
defense and offense. One vision for smiting could be:
Defend the monk (and his/her allies) by making the opponents pay
a heavy price for causing the target ally damage (aka porcupine)
Retribution and smite hex are the mold that I see. In both cases an
the opposing group must do damage or attempt to harm the ally for
the smite to actually cause damage. The two "high-damage" smiting
skills, Zealot's Fire and Balthazar's Aura, don't seem to have any
"protective" aspect to them, they are simply monk versions of
fire-elementalist spells (and buffed ones at that).
The general idea is to turn Smiting into more of a "conditional offense"
rather than raw AoE damage skills equal (or more powerful?) than a
fire elementalist. As I did last time, with ER, I've started a
thread in the sanitarium for concrete skill-change suggestions.
Smiting Lacks a "Vision" and thus Continuity
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I have to disagree with you on the offense/defense issue. Warriors and rangers can certainly play an equally offensive/defensive game. Warriors have defense skills, though understandably, the people who primarily play them will be for offensive purposes. Rangers are as versatile as you could want, equally able to assist the frontline, or pull back and defend, with several different varieties of builds from quickshot to trapper. Monks are no different. they can also play an offensive game if need be, but they would probably only resort to offensive tactics if cornered.
Now, in the grand scheme of things, on the paper/scissors/stone aspect, Mesmers can pretty much turn a powerful smiting monk into a big mess with just a few clicks on the skillbar, and any good GvG team with a good Mes should be able to hack up a team full of monks in no time. All you need is a few energy draining skills, and backfire for those monks who seem to be doing the healing/resing. Voila!
Now, in the grand scheme of things, on the paper/scissors/stone aspect, Mesmers can pretty much turn a powerful smiting monk into a big mess with just a few clicks on the skillbar, and any good GvG team with a good Mes should be able to hack up a team full of monks in no time. All you need is a few energy draining skills, and backfire for those monks who seem to be doing the healing/resing. Voila!
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Originally Posted by trelloskilos
Now, in the grand scheme of things, on the paper/scissors/stone aspect, Mesmers can pretty much turn a powerful smiting monk into a big mess with just a few clicks on the skillbar, and any good GvG team with a good Mes should be able to hack up a team full of monks in no time. All you need is a few energy draining skills, and backfire for those monks who seem to be doing the healing/resing. Voila!
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Secondly - pointing at a mesmer as the weakness of a smiting monk is pointless. Of course it is. A mesmer is the weakness of every caster, smiting isn't an exception. I still think that ZF needs adjustment. I'm fine with Balthazar's Aura, though it too is ridiculously powerful - but at least it is pricy.
Hm... I tend to think of smiting as a deflective themed skillset, as most of the skills either cause aoe damage around one target, or damage to a group of targets focusing on one person, barring the less-useful skills such as banish and the like. In my opinion it's a sort of "don't attack this person" type of skill--most of the time, if you ignore the target of the cast, or keep a distance from them, they'll do minimal damage. Smite hex's damage also works in a similar manner--it'll cause damage to whoever's engaged in close combat with the target.
This is defensive, in a way, as an offense-through-defense, as I see it. There are some irregularities to this, but there are with many skillset types (fire has aoe skills that target the caster, but also skills that target the enemy, and other skills that cause health degen. water has defensive skills, offensive skills, and status-effect skills that target foe and friend alike. air magic is pretty straightforward, but has some additional goodies like speed boosts).
So, smiting seems to be the monk's way of saying "don't touch this player"
This is defensive, in a way, as an offense-through-defense, as I see it. There are some irregularities to this, but there are with many skillset types (fire has aoe skills that target the caster, but also skills that target the enemy, and other skills that cause health degen. water has defensive skills, offensive skills, and status-effect skills that target foe and friend alike. air magic is pretty straightforward, but has some additional goodies like speed boosts).
So, smiting seems to be the monk's way of saying "don't touch this player"
i still get your point and your idears aint bthat bad but...
im still laughting my ass off about all the emelentalists that waste so much potentioal and make sels sincredibly vulnerable just by being a smiter do do "more damage!!!!!"
It takes 3 mesmer skills to defeat 2 such smiters and 2 more classes (that would be necro and monk).
the true problem is too many people still dont know how to play mesmers and rangers and what tthey are meant for, and its NOT "more damage!!!"
I think IxChel has no clue about how the game is ballanced whatsoever.
"No other class has such strong combination of both
defense and offense."
thats bullshit!
im still laughting my ass off about all the emelentalists that waste so much potentioal and make sels sincredibly vulnerable just by being a smiter do do "more damage!!!!!"
It takes 3 mesmer skills to defeat 2 such smiters and 2 more classes (that would be necro and monk).
the true problem is too many people still dont know how to play mesmers and rangers and what tthey are meant for, and its NOT "more damage!!!"
I think IxChel has no clue about how the game is ballanced whatsoever.
"No other class has such strong combination of both
defense and offense."
thats bullshit!
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Originally Posted by Lasareth
Hm... I tend to think of smiting as a deflective themed skillset, as most of the skills either cause aoe damage around one target, or damage to a group of targets focusing on one person, barring the less-useful skills such as banish and the like.
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Originally Posted by Lasareth
In my opinion it's a sort of "don't attack this person" type of skill--most of the time, if you ignore the target of the cast, or keep a distance from them, they'll do minimal damage. Smite hex's damage also works in a similar manner--it'll cause damage to whoever's engaged in close combat with the target.
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Originally Posted by Lasareth
This is defensive, in a way, as an offense-through-defense, as I see it. There are some irregularities to this, but there are with many skillset types (fire has aoe skills that target the caster, but also skills that target the enemy, and other skills that cause health degen. water has defensive skills, offensive skills, and status-effect skills that target foe and friend alike. air magic is pretty straightforward, but has some additional goodies like speed boosts).
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Originally Posted by Lasareth
So, smiting seems to be the monk's way of saying "don't touch this player"
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Most of the smiting line seems very out of place and considering the options it has and the power some of the skills weild. Its very out of place considering the rest of the monk theme and power that they weild in other areas. Then comparing against other classes, like the fire line, makes the entire skill set look pointless, as it does more with fewer skills and not be crippled by things like long cast times, recast times, and exhaustion.
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I think you all misunderstood. I dont think he's talking about balance issues...just themetic (is that a word?) issues. Monks have the best defense in the game AND arguably some of the best damage dealing skills as well. Doesnt that seem a bit strange? It just doesnt fit the theme of a class that's supposed to protect and heal.
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Originally Posted by Eet GnomeSmasher
I think you all misunderstood. I dont think he's talking about balance issues...just themetic (is that a word?) issues. Monks have the best defense in the game AND arguably some of the best damage dealing skills as well. Doesnt that seem a bit strange? It just doesnt fit the theme of a class that's supposed to protect and heal.
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Monks are made to protect themselves and others, mostly themselves, since the devs knew they'd be squishy targets. That's one of the paradoxes of being a monk. You need a way not to die, while being of use to the rest of the party.
To the post that analyzed mine--I'm not sure why you did.. What was your purpose? Out of curiousity... I didn't say they were good or bad. My entire post was an analysis of the theme, not the power of the skills.
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Originally Posted by Lasareth
To the post that analyzed mine--I'm not sure why you did.. What was your purpose? Out of curiousity... I didn't say they were good or bad. My entire post was an analysis of the theme, not the power of the skills.
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Originally Posted by Mhydrian
Monks are the jesus class in guildwars. Almost every exploit/overpowered build involves the use of monk skills. Im ok with them having good defense sure, but fot them to be one of the best anti tank classes in the game too...yeah good job anet
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Invinci monks get owned by mesmers, W/Mo can bet totally shut down by a good mesmer who strips his enchantments and blinds him, and so on.
I somewhat agree with the lack of thematic nature of Smiting Prayers. There's the classic "Turn Undead" sort of theme (Banish, Smite, Holy Strike, Bane Signet, Signet of Judgement, Scourge Sacrifice, Symbol of Wrath). There's the 'offensive buff' theme (Strength of Honor, Judge's Insight), and there's a 'Don't touch this player' discouragement range (Retribution, Holy Wrath, Balthazar's Aura, Balthazar's Spirit, Shield of Judgement, Smite Hex, Zealot's Fire).
The last category is what is causing somewhat of a problem, because some skills (Balthazar's Aura and Zealot's Fire especially) seem designed/balanced for the discouragement role, but can similarly be used in aggressive 'turn undead' fashion by moving an ally into the fray instead of into safety, and as such suddenly become rather powerful unconditional damagers that leave the original 'turn undead' natured skills behind pretty fast. Balthazar's Aura has the 25 energy keeping it in check, but that just covers the balance bit - the thematic nature is pretty much lost from the moment people start running around with it, and I wouldn't mind some changes to prevent this from happening - the suggested 'balthazar's aura ends when not attacked for 3 seconds' clause seems fitting, wouldn't even need a longer duration. Zealot's Fire is pretty tricky, and needs rebalancing before thematic concerns should be addressed.
My main thematic problem is with Scourge Healing (purposefully left out of the themes there), a skill that punishes an opponent for healing a certain target, seems a Necromancer skill in nature, a Mesmer skill in effect, but certainly not a Monk-fitting hex.
Finally, this isn't a "nerf the monk" or "monks are overpowered" thread. This is a "give clear directions to attribute lines" thread, attempting to address the issue of the hotchpotch that is Smiting Prayers.
The last category is what is causing somewhat of a problem, because some skills (Balthazar's Aura and Zealot's Fire especially) seem designed/balanced for the discouragement role, but can similarly be used in aggressive 'turn undead' fashion by moving an ally into the fray instead of into safety, and as such suddenly become rather powerful unconditional damagers that leave the original 'turn undead' natured skills behind pretty fast. Balthazar's Aura has the 25 energy keeping it in check, but that just covers the balance bit - the thematic nature is pretty much lost from the moment people start running around with it, and I wouldn't mind some changes to prevent this from happening - the suggested 'balthazar's aura ends when not attacked for 3 seconds' clause seems fitting, wouldn't even need a longer duration. Zealot's Fire is pretty tricky, and needs rebalancing before thematic concerns should be addressed.
My main thematic problem is with Scourge Healing (purposefully left out of the themes there), a skill that punishes an opponent for healing a certain target, seems a Necromancer skill in nature, a Mesmer skill in effect, but certainly not a Monk-fitting hex.
Finally, this isn't a "nerf the monk" or "monks are overpowered" thread. This is a "give clear directions to attribute lines" thread, attempting to address the issue of the hotchpotch that is Smiting Prayers.
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Originally Posted by Silmor
I somewhat agree with the lack of thematic nature of Smiting Prayers. There's the classic "Turn Undead" sort of theme (Banish, Smite, Holy Strike, Bane Signet, Signet of Judgement, Scourge Sacrifice, Symbol of Wrath). There's the 'offensive buff' theme (Strength of Honor, Judge's Insight), and there's a 'Don't touch this player' discouragement range (Retribution, Holy Wrath, Balthazar's Aura, Balthazar's Spirit, Shield of Judgement, Smite Hex, Zealot's Fire).
The last category is what is causing somewhat of a problem, because some skills (Balthazar's Aura and Zealot's Fire especially) seem designed/balanced for the discouragement role, but can similarly be used in aggressive 'turn undead' fashion by moving an ally into the fray instead of into safety, and as such suddenly become rather powerful unconditional damagers that leave the original 'turn undead' natured skills behind pretty fast. Balthazar's Aura has the 25 energy keeping it in check, but that just covers the balance bit - the thematic nature is pretty much lost from the moment people start running around with it, and I wouldn't mind some changes to prevent this from happening - the suggested 'balthazar's aura ends when not attacked for 3 seconds' clause seems fitting, wouldn't even need a longer duration. Zealot's Fire is pretty tricky, and needs rebalancing before thematic concerns should be addressed. My main thematic problem is with Scourge Healing (purposefully left out of the themes there), a skill that punishes an opponent for healing a certain target, seems a Necromancer skill in nature, a Mesmer skill in effect, but certainly not a Monk-fitting hex. Finally, this isn't a "nerf the monk" or "monks are overpowered" thread. This is a "give clear directions to attribute lines" thread, attempting to address the issue of the hotchpotch that is Smiting Prayers. |
Quoted for agreement.
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Originally Posted by Tijger
There are no overpowered builds in general, you can be situationally overpowered, ie against specific classes of opponents but there is no such thing as an overpowered class overall.
Invinci monks get owned by mesmers, W/Mo can bet totally shut down by a good mesmer who strips his enchantments and blinds him, and so on. |
Ive gone over this same topic in another forums.
Its true in my mind that monks are overpowered, perhaps...unintentionally.
To be clear, overpowering as Im stating it isnt really the lack of being able to counter something. Its the outstanding effenancy of one class compared to all the others.
Elementist commonly abondoned elemental spells and are instead energy effecent smitting monks.
If we are to believe elementist are a damage dealing class, why would they commonly become monks to deal of damage if the metagame isnt addressing the undead?
s
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Originally Posted by Tactical-Dillusions
Another nerf the monk thread.
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LMAO you took the words right out of my mouth.
first it was nerf ER it is too strong now that ER will not be nerfed they have moved on to smiting is too strong.
get a counter you lame brains :P
use your brains and you will think of the solution to the smiting "problem"
