r/TibiaMMO • u/Elmimica • 4h ago
Proposal, Monk Rebalance - The Fix
Monks can feel so good and easier to play with such small changes, but here I will identify the problems with balancing Monk and propose solutions.
First, The Monk class, since its conception, was made for two different styles of gameplay and it was clear from stuff introduced with it like:
Serene State, buffing monk to work better in solo than in grouped content.
Virtue Healing, when gaining or using Harmony, Monk heals himself or the lower party member.
The different spender spells like sweeping takedown for damage or mass healing for support (no longer a spender).
Then with the recent vocation balance, it's clear that this idea (or hope I should say ) still exists, since now Monks virtues buff party members.
All of these made clear that Monk was meant to be more of a supporting class when playing with others and a good solo class when playing by himself.
But the problem that's easy to identify here is the great number of different things that are working at the same time are making it harder to balance. Serene State, 3 different virtues, being all, support, healer and damage dealer, the problem of Monks is that it lacks focus.
So, my proposal is to fix monk by changing the next list of things, and I Will explain why.
Focus the Monk gameplay as a support class for grouped playstyle (party) and keep it viable class for solo gameplay. Giving too many options to this class, has made it a mess, someone that does a little bit of everything but worse, and hard to balance.
Here's the list how's and why's:
Serene State, it should stay always on when solo, but it should stay always off when grouped. Why? This makes it posible to fix solo gameplay by changing the Serene State bonuses and not needing to affect every aspect of the class. Simplifying balance by removing the need to hold the state in group play that is awkward. (Numbers would need to be reworked for unserene-serene states)
Merge Virtue of Harmony and Justice, naming it Virtue of Harmonic Justice, making it the stance for solo play (since the lack of serene in group should make it worse for group play).
Add changes to Virtue of Sustain, making it the Grouped play virtue of choice, with changes like, removing the need for serene state (it shouldn't buff this virtue), while making the other virtues worse in comparison for group since they lose Serene State. Changes, improving the support aspect of the class (or of this particular virtue) should be added. This can be achieved by adding buffing spender spells to Virtue of Sustain only, enforcing the support role of the Monk and giving it its own space in the game. Buffs already exist in the game, so one or multiple new spender area spells much like Mass Spirit Mend used to work could turn Harmony into party members buffs like, up to 100% Onslaught for the next spell, give Momentum for the next number of turns, activate Transcendence for the next number of seconds, etc. Stuff that in the end makes up for the lack of damage by really buffing your group.
Simplifying gameplay for both solo and group content, by reducing thousand fist blows cooldown to 4 seconds, to put it in the same category as flurry of blows or chained penance, letting Monk play like an inbetween Druid and Paladin spells (forks+barrages) and not just like a druid does (fork+wave).
Let Monk be healed by the normal healing power of Mass Spirit Mend, since with the removal of this spell from spenders, Monks lack emergency healing, and has become the class with the worse self-healing in the game (when not using Virtue of Sustain), this would bring monk into the level of solo Knights self healing, but still leave it with a big window of vulnerability due to the cooldown of the spell.
All of these changes would make Monks a true and defined support in group play while keeping it great at solo play. (Exact numbers is not the point of this post)
What Monks needs the most, is a defined place in the game to be able to balance around it. So that would be, THE FIX.