Monks are too powerful

2 pages • Page 1
c
concac
Ascalonian Squire
• #1
Im really sick of this game, monks are too powerful. It's like, our life depend on monks. Two people hardly to kill a monk if if 1v1 monks like invincible.

Most of group win or lose are totally depends on monks. Group that has no monks = 90% chance will be lost against group that has monk.
f
funbun
Wilds Pathfinder
• #2
Muuuhhuuhhuuuaaaaaaaaa!
Z
Zeru
Wilds Pathfinder
• #3
As monks are the only real healing class in the game and one for one healing is stronger than damage (it needs to be), then yes, monks are needed to be successful. Overpowered? Pfft no. Random arena does not dictate real pvp balance issues at all. If it's that frusterating, try playing a mesmer?
DarrenJasper
DarrenJasper
Krytan Explorer
• #4
So, I'm guessing the only way you've tried to take down a monk is to hit it repeatedly with your sword. Since that hasn't worked, you're now here complaining about imbalance.

This thread will soon die alone like its predecessors and you'll have to either quit the game in a rage or realize you're not playing Diablo anymore.
Teufel Eldritch
Teufel Eldritch
Krytan Explorer
• #5
Too strong! o_O Whoa! I play a Monk & I quite often find myself stressing big time keeping my team alive. Of course a lot of that has to do with the stupidity of some players, but still...

It aint easy being a Monk. First of all EVERYBODY(save your own team of course) wants you dead & 9 times outta 10 will attack you first, then you have to deal... ahh eff it. Why go into this again?


Monks are not to powerful. If you think so then...well you're wrong.
J
Jab
Frost Gate Guardian
• #6
All you need to do is shutdown the monks' healing abilites, like with backfire or powerspike , or drain his/her energy and they're toast.
M
Midnight Scorpion
Frost Gate Guardian
• #7
You need to read up on counters.
liuzg
liuzg
Ascalonian Squire
• #8
Monks are always the first target in an organised PvP match,so there~~~
h
heeman
Ascalonian Squire
• #9
why would you battle without monk?
is like going to war without medic.
If you say monk is too powerful. I don't think 8monks will be good idea against group with healing,tank, and support class. Let see who have better chance.
P
Poppinjay
Frost Gate Guardian
• #10
Quote:
Originally Posted by Zeru
As monks are the only real healing class in the game and one for one healing is stronger than damage (it needs to be), then yes, monks are needed to be successful. Overpowered? Pfft no. Random arena does not dictate real pvp balance issues at all. If it's that frusterating, try playing a mesmer?

Why does healing have to be greater than damage? That doesn't seem obvious at all. Characters are supposed to die in the game and monks are supposed to be a support class.

They seem to be overpowered, but not so much so that it is ruining the game.

Perhaps if pure monks could not multi-class. Or perhaps if monks had less mana to play with or if healing were more expensive.

I am working on leveling up a monk secondary now, so I don't have anything against the class. But there are some balance issues. Elementalists seem to be a bit weak (warriors seem to be able to hit just has hard on average and they have great armor on top of it!) Necros could probably use a small bump too, but I really haven't seen them at work in pvp except for the arenas. Things might be different for them in other fights.

Warriors are probably a bit too tough, but not by much.

I think the game is pretty well balanced. Some tweaking could make it better, and that would include either a small nerf on monks or a small boost for everybody else.


Pop


Hrm. Here is an idea. Armor should work against healing just as it does against damage. This would make monks slightly less effective, and the same thing goes for warriors. It will boost the elementalist who has the worst armor, and would make the necros a bit more important because life-tap and other vampiric spells wouldnt' be subject to this.

Yeah, I like that idea.
W
Witt78
Academy Page
• #11
Quote:
Originally Posted by funbun
Muuuhhuuhhuuuaaaaaaaaa!
That was like the most positively absolutely perfect thing you could have possibly written for reply number one.

ROFLMAO!

But all joking aside...

This is the situation with any MMORPG. In order to prevent this you would have to seriously limit the amount of healing possible in the game. OR Give healing to EVERYBODY.

And actually, I do think that this game is lax with this sort of thing. (Just my opinion) For example. A level 1 warrior can heal himself in combat.

In Everquest 1, if you were a level 60 warrior, you could maybe do one solo fight, and then you would have to sit and rest for 30 minutes to regen your hp.

On the other hand, Everquest was a serious RPG... I think Guild Wars is more of an Arcade Action type of RPG... Just like Diablo.

BTW, the trick with monks is to hit them fast and hard. kill them before they have a chance to stack up thier spells

-Witt78
P
Poppinjay
Frost Gate Guardian
• #12
Quote:
Originally Posted by heeman
why would you battle without monk?
is like going to war without medic.
If you say monk is too powerful. I don't think 8monks will be good idea against group with healing,tank, and support class. Let see who have better chance.
Hrm. Dunno about that. I'd put 8 warrior/monks up against anything in the game I think.

Stick together in a group. Area effect heal in sequence. Personal heal when in dire need. Use sprint to chase down and kill enemies. Use bodies to block enemies into corners or dead ends.

A healing ball like that could probably keep itself alive forever even if they just sat there against anything the opposing team threw at them.
W
Witt78
Academy Page
• #13
Quote:
Originally Posted by Poppinjay
I am working on leveling up a monk secondary now, so I don't have anything against the class. But there are some balance issues. Elementalists seem to be a bit weak (warriors seem to be able to hit just has hard on average and they have great armor on top of it!) Necros could probably use a small bump too, but I really haven't seen them at work in pvp except for the arenas. Things might be different for them in other fights.

Warriors are probably a bit too tough, but not by much.
I'm not trying to be a stick in the mud... but I think you are forgeting, that there are like, 200 different types of warrior, and 200 monk classes...

There really isn't any such thing as a "Warrior" per say...

For example... I have a Mo/E roleplay character... but I use fire spells more than any monk spell in my spell book.

I have a Ranger friend that does not even own a bow.

That's the cool thing about Guild Wars... The class lines are REALLY blur'ed. Maybe the reason you are having so much trouble killing the monk in PvP is cuz it's the guy that LOOKS like a Warrior that's actually doing the healing.

Everybody always talks about killing the monk first. Did nobody ever think to put a disquise on your healer?

-Witt78
Z
Zeppelin
Frost Gate Guardian
• #14
Quote:
Originally Posted by Zeru
Overpowered? Pfft no. Random arena does not dictate real pvp balance issues at all.
This isn't even the case in random arena either. :P

I went on a 31 win streak in the lvl 15 random arena, with no monk primaries or secondaries, before quitting. We killed many monks in that time, teams with 2 monks, 1 monk, doesn't matter. What matters is strategy, skill in keeping yourself and teammates alive(monk or no monk), and luck of the draw. I've seen others with high win streaks with monkless teams as well, so they're not all powerful.

They are a necessity in PvE, and in HoH you'll almost definitely need some defensive monks, by they are far from god-like.
X
Xellos
Jungle Guide
• #15
Yeah, I agree that monks hog the defense department way too much. Currently besides wards, which secondary eles can cover, monks are pretty much it. Healing Breeze is the only move that isn't bad and isn't affected by divine favour.

It's not that it's unbalanced, rather at the moment, the importance of monks makes the defense part of the game lack diversity.

In tombs, there's a reason monks are wanted more then anything in PUGs. Monks aren't played by the majority of players, yet represent about 30-50% of a balanced team. How can you possibly supplement the supply and demand?

No one's calling for a nerf, rather more options.
Myodato
Myodato
Lion's Arch Merchant
• #16
I've recently started a Mo/W, because I enjoyed the Monk side of my R/Mo in team PvP. I have to say, I think Monks are (a little) overpowered. Not for their healing abilities though, that's what they're meant to do, but because of Smiting. That the strongest defensive class (for self and team) also has some of the most deadly offensive abilities available is a little twisted, to say the least.

That doesn't make Monks uber or invincible, but I do find it worrying that Monks are best or near best in almost every situation this game has to offer.
M
Midnight Scorpion
Frost Gate Guardian
• #17
Quote:
Originally Posted by Poppinjay
Hrm. Dunno about that. I'd put 8 warrior/monks up against anything in the game I think.

Stick together in a group. Area effect heal in sequence. Personal heal when in dire need. Use sprint to chase down and kill enemies. Use bodies to block enemies into corners or dead ends.

A healing ball like that could probably keep itself alive forever even if they just sat there against anything the opposing team threw at them.
Diversion
Migraine
Enfeebling Blood
Energy Surge
Any interrupt
Sympathetic Visage
Defile Flesh
Malign Intervention
Wither
Most skills from the Inspiration line which deal with energy stealing.
Amity
Scourge Healing
Among others.


On topic, why are monks so overpowered? If your reason is because your life depends on one, then you have a wrong vision of the game, because your life should depend on one. Can't kill a monk 2v1? You should analyze what skills you are bringing into battle.
X
Xellos
Jungle Guide
• #18
Quote:
On topic, why are monks so overpowered? If your reason is because your life depends on one, then you have a wrong vision of the game, because your life should depend on one. Can't kill a monk 2v1? You should analyze what skills you are bringing into battle.
My vision of the game was that everything was balanced, at this point in tombs, I could care less about necros. Rangers and warriors aren't even that desired for me, and I'd only grab a mesmer if I was sure the mesmer was set up to counter something specific that my strategy cannot. Otherwise, their just not important. Same with elementalists back awhile bit. When KOR introduced Life Barrier War/Mo, who cared about eles back then?

The point is that throughout the entire change, monks remain strong. Sure, they suffered a bit in the beginning, but ever since beta 1 or so, they became the main dominant counterpart in any party. Name one class that has a "must have" in a party. There is only one. And that is monk. Flavours of the month control which classes are useful and which aren't at the moment, but monks are not even affected by the slightest.

My vision was that under the right circumstances, a secondary monk would work just as well or even better then a primary monk. As of right now, that is impossible. Monks are solidly hogging the defense department in every way possible.
H
Heoki
Ascalonian Squire
• #19
I'm a warrior and I've not really had a problem trying to kill monks. It all depends on who can do more damage compared to how much is being dealed. I've played in PVP a lot and I kill the Monk in the first minute.
Epinephrine
Epinephrine
Master of Beasts
• #20
Quote:
Originally Posted by Poppinjay
Why does healing have to be greater than damage? That doesn't seem obvious at all.
If healing was less efficient than damage there would be no point to playing a healer, as you'd only ever be a speed bump. The time/energy that was spent healing would be better served dealing damage, so no healing would take place.

Healing has a huge weakness, which is its dependence on energy, and the fact that it is constantly cast. A warrior can deal damage consistently without energy while a monk can't heal without any (Hmm, there's an idea, healing wands zap your party to health). This creates a vulnerability: You can exhaust their energy supply by continued damage, you can interrupt the spells being cast with disrupting chop etc., or you can disrupt their energy supply.

Anyone who thinks that the solution to a monk is to hit them more is stuck in the damage/healing mindset. Yes, damage spikes can kill, but it is more practical to remove a monk through his weakness than by opposing his strength.

If Healing wasn't better than damge there would be no rock-paper-scissors effect - damage would be king. Because healing dominates damage but damage dominates countering, and countering dominates healing you have a nice mix. In addition, a single good anti-caster mesmer can shut down two casters pretty well, just like a healer can oppose two warriors about right, and a warrior who gets up close to an anti-caster build can handle him pretty easily, probably without losing half his health (thus a 2:1 sort of effect) making the game pretty balanced. Then you get into disguises - that monk is actually a smiting monk/mesmer using ilusionary weapons, empathy, scourge healing and smiting, and he's bad news for the warrior facing him. This warrior is actually a Wa/Me monk-killer with Power Block and Blackout in his skill bar, along with a pile of warrior snares, disruptions and damage. It's all in what build you bring in.

I have little patience for people explaining how unfair something is when easy counters exist - there is more than one way to play, and if the build you are playing has difficulties vs other builds, change your build. You'll always have a weakness, but pick a role and play to it - there is no "ultra build" capable of dominating every other type. It seems every few days someone is on to complain about how weak they are, or how strong someone else is, when the truth is they just lack the experience to play the game right. Think of chess...is the Ruy Lopez or Queen's Gambit too powerful? No, they are effective, but defenses evolve to match the penings. There are always ways to counter or it would be no fun. Alekhine blew his opponent away when he first played his defense, but there's an easy solution to it - don't chase him. Rangers are hard for you warrior to catch and waste youtime chasing after them all over, only to gradually die to his poison and such? Don't chase him. Go for the other targets, and drop them, or bring along skills that will catch the ranger - sure, that'll hurt your offense in other areas, but that's the trade-off.