[Feedback] Monk General Feedback for 0.5

1. How was your experience league starting as Monk?

It was my first time playing monk, but I had access to leveling uniques due to the monk being my second league character.

Gameplay started really slow and clunky with Killing Palm and Falling Thunder.

Killing Palm is just annoying to use. Swapped it out ASAP and never looked back.

2. What did you like most while playing Monk in 0.4?

The snappiness of the abilities and the mobility that is integrated into most skills. Lightning skills in particular feel amazing. Siphoning Strike, Gathering Storm, Falling Thunder. All great skills.

3. What did you like least while playing Monk in 0.4?

Power Charge generation. I heard most people play with frenzy charges and other shenanigans to alleviate the issue of power charge generation (I don't, I use Siphoning Strike). This feels like a design flaw to me. When most of your playerbase chooses to use a niche notable instead of what the class offers baseline, something is wrong.

4. If you could add changes for the Monk class (skills, Ascendencies, gear), then what would you want to add?

Fire & Earth skills. Give me access to all elements. Let me roleplay fire/earth bender. Also see point 6. for that.

5. Are there any skills you'd like to see rebalanced or changed?

Buff Siphoning Strike to generate more power charges. I am against reworking it as a more movement oriented skill. The skill itself is fine.

Invocations are terrible and we have three of them as our recommended spirit reservation skills... Rework Invocations or provide more fitting alternatives.

Combo as a mechanic is underutilized. Current combo is boring and doesn't feel like you combo anything. My suggestion: take a look at windwalker monk mastery in WoW and its impact on gameplay and go from there. Combo definitely has potential as an optional but fun mechanic.

6. In the future, what additions or interactions would you like see introduced for Monk?

As a quarterstaff user casting spells without using a 2nd weapon set should be more viable than it currently is. Weapons are too restrictive, buffing only attacks or spell damage. Maybe add more and slightly stronger "increased spell damage while wielding a melee weapon" passive clusters on the passive tree.
Last edited by Prügelprinz#6281 on Mar 4, 2026, 7:24:21 PM

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