Monk Class - I hoped for a martial artist
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I hoped for a chcaracter that can choose to fight with staff or unarmed.
That can show martial arts more than be an elemental caster. For now it looks like this: Basic unarmed attack are repeated one arm punches, not fitting a fighter, not to mention martial artist. - lvl1: You can't chose non elemental attacks. - Lvl6: If you want physical attacks you have one choice. And this choice is similar to what warrior have but worse. Rolling Slam + Boneshatter cleares whole packs easly throughout the game. While Vaulting impact isn't good to use in place and Staggering Palm is single target (the wind projectiles don't recompense this, as with warrior there already would be nothing to hit with them). - Lvl22: Zero non elemental quartestuff skills or unarmed combat. - Lvl31: Chaos comes in. Still no just martial arts. My suggestions: 1. Unarmed "weapon" for Monk. Something like "beads" or "wraps" that don't have their own dmg or attack speed but in their mods they might have ones that improve unarmed attacks. Maybe they use gloves stats for something. 2. From the begining most skills work both with quarterstaff or beads equiped, but work in a fitting fashion to both. So unarmed maybe have small AoE but is faster. Maybe in some skills quarterstaff causes effec A and unarmed causes effect B. Using a skill that is unarmed, like Staggering Palm, might be faster if you didn't attack with staff prior to use (as you don't have to "switch" weapons). Then we could see martial arts Monks. Basic unarmed attack using nice combination of moves. When supported it can building combo that you can use for different finishers, like a roundhouse kick or backflip kick. Skill allowing for flurry of fists. Punches or legswipes sending shockwaves going through the air. Stronger slow attacks with a big spirital fist/ palm accompanig the movement. Last bumped on May 15, 2026, 3:02:17 AM
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Look how awesome melee Monk looks.
Right, right, right, right. https://youtu.be/IRIhGpYXceI?si=0VCSBg_DkVBOyYBK As counter example: Marvel Heroes, 2015 game, they had tons of heroes so they had less love to give to any single one of them, but still look at those moves. Basic Attack of Black Widow (she have stronger moves in the full video, and they could be combined or used in cool ways) https://youtube.com/clip/UgkxEQvGunssq1fuQh7K0LkdqwICIJOljqkP?si=OupqV0fXabGdi8PN And here same game, Iron Fist, with nice basic attacks (followed by a lot of less basic ones). https://www.youtube.com/watch?v=l-NjmZaa6i4 |
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does look boring honestly. yes, they could spice things up a lot. i don't see why the basic attack can't have little fun sequences and combos. i love monk unarmed skills because they are fun but def weaker than most skills in the game. " |
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i like the unarmed monk skills a lot. very fun to use. i love using stunning palm for instance for those wind wave bonuses and also stunning bosses. however.... these skills are weaker than most skills in the game. so it is anti-meta entirely to use these monk skills. i like to play my own way so that is fine for me but i feel most players will never touch these skills. i even see players on streams refusing to use the palms even when the prompts show up. just because they wired their brains to never using them even when it's free buffs or bonuses.
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Oh we got the martial Artist Ascendency Class:
- There is still no unarmed combat (should be from the start, not from ascendencey). - Unarmed attack of Monk is: right punch, right punch, right.... the same as witch or warrior does, instead of some nice few hit combination. - There is added mechanic to turn gloves into weapons (or add some item like "beads" or "wraps") but the monk still uses staff. There are many games that allow martial artists to be martial artists. And choice to go with staff build or unarmed build would be a great thing. |
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yeah i agree, even if Hollow palm is reachable a bit later still fine for me but in the end game it in itself does not cover the gap between staff and bare hand.
e.g. having +7 to skills on staff and extra elemetal dmg and phys dmg and rune sockets is a vast gap comparing to hollow palm tech. I hoped that Martial artist Ascendence will cover that gap but everthing on that Ascen spec works for Qstaff as well, so no upper hand in hand-to-hand combat in the end Acendency spec that is pure about martial combat (hand-to-hand) does not emphesize that in bonusses and perks I, and a lot of community, would appreciate having a purpose in taking that ascendency to deep dive into class fantasy and identity of martial artist There are still 4 ascen points not showed yet so my hope is there Last edited by pandziorbandzior#0958 on May 8, 2026, 7:40:21 AM
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" I think that hand to hand combat shouldn't be left out for the single ascendency. 1. Monk should have better animation of unarmed base attacks (a sequence of hits) 2. Every character who equips an "unarmed weapon" (i.e. wraps of beads) uses that better animation. 3. More unarmed skills. They would work with weapons but made in a way that allows for pure unarmed builds. 4. THEN the ascendency goes further into the theme. Last edited by Bakubylozajete#1182 on May 15, 2026, 3:04:30 AM
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