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How do you fix it #1?

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nobeardasian
Rip
Modesty
Thrallsa
SungJ
Ikumo
pacman
Cyclo
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Post  Cyclo Fri Dec 02, 2011 4:29 am

I think I'm going to start doing threads where, we take an underpowered or overpowered character and decide how would you fix it. What nerfs/buffs/redesigns does it need? Give ideas, and back it up with evidence. If we don't know what exactly about the character is OP then we will discuss find out then we'll discuss how to fix it.

I'd like this to be a serious thread so people, please have the maturity to restrain the troll.

Current subject: Mighty Monk
This character is widely considered a bad character but for what reasons? He does good damage and has a great escape feature which is even better than Janne's but you can't use stim otherwise you won't be able to use your invincibility. He has a 35% area slow with low cooldown and does decently high damage.

Question1: Why is this character underpowered?

Question2: How would you fix it?

Increase the hit radius on his v to make it less Korean aim required to land. Make the ultimate require less time to shoot. Also I think he should be able to use his heaven knight ability while stimmed but it cancels the stim when you use it. This way it's not a choice between a speed boost and the conservative invincibility choice. I think he's underpowered because his combo is really hard to land on a fast/small moving target. The v is hard to land and the f shoots slowly are his main issues in my opinion.


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Post  pacman Fri Dec 02, 2011 4:38 am

am i right in saying you have never used mighty monk before?

cuz i use him and here's what i think:
What you said
1) shield is fine. if he could shield with stim that would be so fucking ridiculous... and when i argue against a buff for an underpowered char that i use, you know it would be ridiculous. literally, its like having a teleport at lvl 4 that has a 1 minute cooldown (5 times shorter than everyone else's o.0)
2) ult skill travels really fast, no need to change and no idea what you are talking about.
3) v skill is fine as a small hitbox. its one of the most powerful v skills in the game (stronger than arcane and about equal to janne's. tooltip is misleading. at max it says 10*170, but it one shots a tank with 2k hp). some characters take spam abilities, or aim. he requires both and that is just how he is... don't make the same mistake that people did with sylon: instead of buffing his many mediocre spells, they only buffed his one good spell (rolling thunder) until it was massively op and balanced sylon into a decent character. v has already had so many buffs, no need to add to them. fix the other things instead.

What i say
1) make early farming stronger: its so bad right now. give him splash on his normal attack, or just increase its damage, idc. make his z actually do damage. at max, it does roughly 500 damage, which is less than duran's autoattack. make x do something in pvp/farming. no doubt x is good in pushing, but it is an awful farming skill. my advice would be just to make everything on it take an equal amount of damage (or keep x the same and buff z/autoattack to be a better farming skill)
2) make his slow more powerful. he takes aim and has low damage and is slow. kiting and slows+combos are his 2 most important tactics, so increasing the slow from 35->40 or 45 would drastically increase his power
3) give him another speed or health point. idc which.

i am only posting this because lala wants to take balancing into his own hands. i really don't think that we should mess with anything. leave it to the mapmaker (the korean one, that is)

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Post  Ikumo Fri Dec 02, 2011 4:50 am

Give him the actual stone zealot attack animation (side to side collosus lasers)

And make heaven knight deactivate stim.

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Post  SungJ Fri Dec 02, 2011 6:44 am

I dont think lala should change every minor balance details. That's too much work.

All I expect from him is making new stuff like Igniz mode or something.

He can do buffs & nerfs if he has the time for it, but don't force him to do stuff cuz this is unofficial work.

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Post  Thrallsa Fri Dec 02, 2011 12:58 pm

Imo it would be amazing if the stim increased skill damage by a small amount, thus you had to choose: "Do I play safe so I can espace, or do I use stim and be a badass" Very Happy

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Post  Modesty Fri Dec 02, 2011 1:32 pm

Pacnoob is right. Biggest problem with monk is his weak early game, and the whole cxzvf combo gets damn hard mid/late coz of negligible slow. The one thing that does not need buff is v!
And the whole stim/shield thing is mostly annoying coz you need to "unlearn" to stim all the time, and that is very frustrating. But just learn to not stim and buy speed card.
And about the ulti i think Cyclo is talking about the delay before you cast ulti, but i think thats fine coz all his other spells are instant.

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Post  Cyclo Fri Dec 02, 2011 1:39 pm

Those were ideas, I think if we were to make stim/invincble capable of acting at the same time then it would make mighty Monk a better character. All players should start grabbing continous speed cards at level 15ish +. However if you think using his invincible skill more would make him OP then increase the cooldown to make it more like Janne D'Arc's godshield.

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Post  pacman Fri Dec 02, 2011 1:52 pm

dont buff his strong points (ie shield)
buff his wekapoints

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Post  Rip Fri Dec 02, 2011 4:50 pm

if you think using his invincible skill more would make him OP

Not OP just completely invincible cauz it costs only 75mana and has a real short CD so basically if u can use it at any time u cant be killed (which is already VERY hard to do even now that stim and shield are mutually exclusive)

His early game is weak i give u that but his midgame can be real impressive (ask DP and his ultra aggressive potbuild) and his x has a sweet spot on tanks that makes him 3shot them from lvl6 so....no i really dont think monk needs a buff the only thing that NEEDS to change in this game is fdf's opness and maybe neiram's retarded skills that are all more or less submited to luck
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Post  Cyclo Fri Dec 02, 2011 10:59 pm

Try it, I say make invincibility usable during stim but increase the cooldown to soemwhere inbetween 30-45seconds.

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Post  SungJ Sat Dec 03, 2011 12:03 am

Cyclo wrote:Try it, I say make invincibility usable during stim but increase the cooldown to soemwhere inbetween 30-45seconds.

Current cooldown for heaven's knight is 50 seconds.

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Post  Cyclo Sat Dec 03, 2011 12:40 am

Then how is that short? What ar eyou guys talking about, Janne's cooldown is 45.

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Post  Rip Sat Dec 03, 2011 12:52 am

Cauz it's basically a port with 50sec CD when janne's can be slowed monks cant if u cant block him he escapes 100% sure if u dont have abel monk geist or lur to kill him
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Post  SungJ Sat Dec 03, 2011 1:33 am

Mighty Monk's v is already buffed enough. d is never the issue.
The only concern I have with monk is the slow effect of c.
30% alone is pretty useless imo compared to other slow skills.

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Post  nobeardasian Sat Dec 03, 2011 9:16 am

K NO MORE MIGHTY MONK ITS ZEDAIT TOPIC TIME Very Happy

-More HP
-Increase DPS
-Give a slow
-Make ult shoot right away
-RETURN ATTACK TO 25
-RETURN Z (deadball) BACK TO NORMAL 10 search + splash

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Post  NoonEe Sat Dec 03, 2011 9:31 am

no more zedait, this is a janne topic now!

-Give balls back old vision and decrease their search range.
-Make dw disable blink and hp potions
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Post  SungJ Sat Dec 03, 2011 10:36 am

NoonEe wrote:no more zedait, this is a janne topic now!

-Give balls back old vision and decrease their search range.
-Make dw disable blink and hp potions

omg dw op lol I just want dw delay deleted and cooldown shortened those would be enough Smile

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Post  Executioner Sat Dec 03, 2011 11:50 pm

SungJ wrote:Mighty Monk's v is already buffed enough. d is never the issue.
The only concern I have with monk is the slow effect of c.
30% alone is pretty useless imo compared to other slow skills.
Except you can spam it.
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Post  SadFace Sun Dec 04, 2011 1:00 am

yea but what use is it in mid-late where spamming it barely does anything without a good xv/vx hit and thats damn fuckin hard

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Post  Modesty Sun Dec 04, 2011 2:08 am

Fixing DK:
- give him 4 points in mana

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Post  Executioner Sun Dec 04, 2011 3:32 am

Modesty wrote:Fixing DK:
- give him 4 points in mana

DK can't be fixed, he should be scrapped.
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Post  Modesty Sun Dec 04, 2011 3:35 am

Executioner wrote:
Modesty wrote:Fixing DK:
- give him 4 points in mana

DK can't be fixed, he should be scrapped.

Why?
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Post  Ikumo Sun Dec 04, 2011 3:43 am

Executioner wrote:
Modesty wrote:Fixing DK:
- give him 4 points in mana

DK can't be fixed, he should be scrapped.

Some heroes are just meant to be used in pubs. It just works like that.

A maxed out hp dk camping end game is unstoppable.

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Post  Modesty Sun Dec 04, 2011 4:07 am

Sure a camping maxed out DK is hard to engage, but you dont win games by camping.
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Post  Executioner Sun Dec 04, 2011 11:36 am

Modesty wrote:
Executioner wrote:
Modesty wrote:Fixing DK:
- give him 4 points in mana

DK can't be fixed, he should be scrapped.

Why?
He plays non-conventionally and to be fixed would be to remove his towers. Therefore, he should be replaced.
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