Reasons for the change. There are 3 main reasons, which are:
1. Current state of Combination Strike can be useful at times, but in most cases feels like a weak trade-off, particularly compared to determination and relentless assault, which in most cases will provide double the bonus of this passive, in its current form.
2. Opens up a new path for generator oriented play-styles. Relies on atk spd rather than CDR.
3, Provides a good reason for 2H builds to invest in generator skills, and therefore, STI. In turn this helps to balance dmg output of 2H and dual wield.
The Idea:
1. Redesign this skill to provide a lower (but static) dmg bonus (maybe 15%-20% so it is in line with determination, relentless assault and unity).
2. Add a new effect to combination strike. You may now select any 3 primary skills as a single slot combo. this requires creation of a sub-slot, this will be subjected to the same limitations of other skills, in that it can not be altered within combat.
Example:
You select FoT - thunderclap in primary sub-slot 1
You select WotHF - Hands of Lightning in primary sub-slot 2
You select Deadly Reach - Scattered Blows in primary subslot 3.
When left-click (default location for a primary skill) is held, the combo will operate sequentially, i.e hit 1 will use FoT, hit 2 will use WotHF and hit 3 will use Deadly Reach.
3. The same skill/rune can be equipped in every sub-slot allowing for use of a single rune skill, while still providing any generator build the full dmg buff.
4. This passive increases the cost of spenders by X% (helps to rebalance spender vs generator builds).
The idea behind this suggestion is fairly straight-forward. In 2.1 monks are more likley to lean on their generators for support dmg due to depth diggers. What this suggestion provides is a more efficient use of an existing bonus which is not used to its full extent by any noteworthy build, purely because it requires multiple skill slots. Currently we already have skills which can provide much higher benefits and which can be achieved with a single skill slot, making a minor 10% dmg boost per skill slot a fairly unattractive reward. Basically, what I am suggesting is a means by which combination strike can provide some added build diversity, and remain relevant in a monk's repetoire of passives, without being an essential choice.
Reasons why I think this can work without becoming too OP:
The majority of primary skills pay off on hit 3, rather than hits 1 and 2 (some exceptions apply).
Dmg modifiers on primary skills vary, allowing players to pick and choose would help to balance dmg output, so it does not fluctuate so heavily. Alternatively when a lower dmg skill/rune is used their is potentially a utility or CC pay-off. This again helps to maintain balance amongst runes, while catering to a wider array of play-styles.
This level of flexibility would only be available when the passive is equipped - making it a build choice (generator vs spender) and not a class change. this may provide a viable method of producing an end-game generator build.
The bonuses would become more visible as greater focus is placed on the build.
entry level bonus would provide generator dmg (with a slightly higher bonus than the current implementation - as the vast majority only use 1 generator).
adding atk spd will begin to improve CC/buff/utility effects (more regular) as well as providing a DPS boost (more hits in X secs)
using depth diggers would provide a substantial DPS boost, making it more competitive at end-game.
option to use gorgok or the primary skill dmg leg gems would have a similar effect to depth diggers, supporting a generator build's place in end-game.or offering an alternative option to DD/STI.
This change would also benefit 2H builds, without providing them with too many DPS bonuses. Many 2H would take STI when running a gen (this gives them a reason to do so), and this then leaves 2 passive slots free for a 2H gen build as opposed to 3 slots for a dual wield gen build (due to naturally higher atk spd), allowing the dual wield to regain dmg bonus through an extra passive (or use the slot for something else, i.e. harmony).
Thanks for reading. Would love to hear some feedback.
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1. Current state of Combination Strike can be useful at times, but in most cases feels like a weak trade-off, particularly compared to determination and relentless assault, which in most cases will provide double the bonus of this passive, in its current form.
2. Opens up a new path for generator oriented play-styles. Relies on atk spd rather than CDR.
3, Provides a good reason for 2H builds to invest in generator skills, and therefore, STI. In turn this helps to balance dmg output of 2H and dual wield.
The Idea:
1. Redesign this skill to provide a lower (but static) dmg bonus (maybe 15%-20% so it is in line with determination, relentless assault and unity).
2. Add a new effect to combination strike. You may now select any 3 primary skills as a single slot combo. this requires creation of a sub-slot, this will be subjected to the same limitations of other skills, in that it can not be altered within combat.
Example:
You select FoT - thunderclap in primary sub-slot 1
You select WotHF - Hands of Lightning in primary sub-slot 2
You select Deadly Reach - Scattered Blows in primary subslot 3.
When left-click (default location for a primary skill) is held, the combo will operate sequentially, i.e hit 1 will use FoT, hit 2 will use WotHF and hit 3 will use Deadly Reach.
3. The same skill/rune can be equipped in every sub-slot allowing for use of a single rune skill, while still providing any generator build the full dmg buff.
4. This passive increases the cost of spenders by X% (helps to rebalance spender vs generator builds).
The idea behind this suggestion is fairly straight-forward. In 2.1 monks are more likley to lean on their generators for support dmg due to depth diggers. What this suggestion provides is a more efficient use of an existing bonus which is not used to its full extent by any noteworthy build, purely because it requires multiple skill slots. Currently we already have skills which can provide much higher benefits and which can be achieved with a single skill slot, making a minor 10% dmg boost per skill slot a fairly unattractive reward. Basically, what I am suggesting is a means by which combination strike can provide some added build diversity, and remain relevant in a monk's repetoire of passives, without being an essential choice.
Reasons why I think this can work without becoming too OP:
The majority of primary skills pay off on hit 3, rather than hits 1 and 2 (some exceptions apply).
Dmg modifiers on primary skills vary, allowing players to pick and choose would help to balance dmg output, so it does not fluctuate so heavily. Alternatively when a lower dmg skill/rune is used their is potentially a utility or CC pay-off. This again helps to maintain balance amongst runes, while catering to a wider array of play-styles.
This level of flexibility would only be available when the passive is equipped - making it a build choice (generator vs spender) and not a class change. this may provide a viable method of producing an end-game generator build.
The bonuses would become more visible as greater focus is placed on the build.
entry level bonus would provide generator dmg (with a slightly higher bonus than the current implementation - as the vast majority only use 1 generator).
adding atk spd will begin to improve CC/buff/utility effects (more regular) as well as providing a DPS boost (more hits in X secs)
using depth diggers would provide a substantial DPS boost, making it more competitive at end-game.
option to use gorgok or the primary skill dmg leg gems would have a similar effect to depth diggers, supporting a generator build's place in end-game.or offering an alternative option to DD/STI.
This change would also benefit 2H builds, without providing them with too many DPS bonuses. Many 2H would take STI when running a gen (this gives them a reason to do so), and this then leaves 2 passive slots free for a 2H gen build as opposed to 3 slots for a dual wield gen build (due to naturally higher atk spd), allowing the dual wield to regain dmg bonus through an extra passive (or use the slot for something else, i.e. harmony).
Thanks for reading. Would love to hear some feedback.