I know that balance is still being worked on, devs are still getting a TON of feedback a day about pretty much anything, and this is still a work in progress. But there's one thing that's bothering me, and I posted on a couple of related topics about it, but no one seemed to pitch in, and I figured maybe it was just overlooked or something.
So even with the bugs, and balancing issues, I really love this game. My only real problem is the current state of monks, and I was wondering maybe I'm the only one feeling that way. Monks are my favorite RPG class. I always picture them in my mind as these awesome martial arts guys, in light / no armor, kicking and punching faces, dodging / soaking hits in a decent manner.
But in this game, they really didn't live up to my expectations. The wounds system sounds awesome on paper, but you have to get hit for it to work. Now, I can theoretically run a monk with full plate armor, but it doesn't feel like it fits the class theme, or the way I picture them in my mind, and running with light / no armor gets me killed too quickly. I can avoid getting hit, but then there's no interactive play to it without wounds.
I'd really love it if they had some innate per-level damage reduction, for example starting at 3 DR, and reaching 9 or 10 at max level, so they are roughly equal to a breastplate. [Only when not wearing armor of course]. Maybe a boost to endurance, so they can soak the same damage as an equal level fighter with medium / heavy armor.
Anyone else feels the same way ? Or maybe I'm just picturing them differently than the devs ?
[I just want to note, I played with a monk on hard, got as far as Defiance Bay quests and gave up eventually, feeling very weak compared to other melee classes. Went with a balanced attributes, no min-maxing, trying to focus on RP as much as possible. Had 14 constitution]
Edited by Maydawn, 03 April 2015 - 02:44 PM.