Quote Originally Posted by hballamco View Post
Hey Shurrikhan, that's true, I don't think someone would trade FoW current bonus for SkS interruption. So, I'm thinking of adding 5% crit. hit bonus to FoW instead of haste. What do you think? As for Blaze and Tornado kicks, my concept is to give a player the feel of challenge that might affect his/her sub-stats build instead of pure potency ability although I do think there is something better to do with them. I think Fissure Kick would be extremely powerful if you think about raid-wide AoEs (E5s > Judgment Volts, E6s > Infernal Howl, E7s > Empty Wave, etc.). Thus, a player would technically plan to switch to FoE just before an AoE and cast Fissure Kick then switch back to whatever he likes or maybe stay. For SSS, my brain was squeezed too much to come up with this result XD any suggestions?

Thanks a lot.
Using Crit is far worse than Haste, for two reasons:
  1. It only adds 40-60% bonus damage relative to the percent revealed, as compared to ~84-93%.
  2. Its value varies with crit chance buffs present.
Even if you had balanced it, though, it'd be worthless: you'd merely be applying Damage in Fire or Effectively Just Damage in Wind.

The whole point of stances is generally capacity variance that permit gameplay changes. Haste provides that through alternative rotations and Chakra banking. Earth can provide that by increasing how late and/or minimally one can move out of proximity-based AoEs. Fire, depending on tuning, would be the main stay from which you generally swap to Wind for about 40% of the time one Demolish string, and 60% the next string except where abilities are ready to be spent within the stances' shared cooldown. That's not to say that each of those capacities, and therefore opportunities, haven't been continually lackluster thus far, but there is at least an obvious concept to them that can be expanded upon. But if they're not going to amount to either gameplay or newfound unique capacities there's no point in designing a stance system at all.

My issue with your Tornado and Blaze kicks, besides their being identical and thus Tornado Kick is relative garbage for lack of a damage modifier, is that they again force Monk towards Crit. Wasn't the whole point of the Chakra change to eliminate that?

I'd offer some suggestions, but for now there's too little here to get a clear picture of the design direction you specifically want to go for, leaving any potential suggestions... haphazard/arbitrary.

Quote Originally Posted by FoxCh40s View Post
Does anyone else find it odd that the community can come up with such in depth analysis of the job, with insightful reworks (usually just as one person), but an entire companies worth of employees cant seem to even do anything meaningful with the jobs abilities or additions?
To be fair, as soon as we get a truly in depth analysis or suggestion list, it's avoided like plague-gerbils.