For me it is like this
Monk:
Faster attacks (button smashing, 3 times in less than a second for combos)
More debuffs, so the monk would have to choose who is the biggest threat and debuff him while damaging
Barbarian:
Tankier, lots of health can last long against big enemies
Brutal attacks, focus the biggest threat and slash and hack him
Monk: debuff+damage, debuff+damage, damage damage damage damage
Barb: kick ass kick ass slash ass hack ass
I think the diference beween the monk and the barb is going to be burst damage versus sustainability.
Monk: 20dmg ... .... ... 20 dmg
Barb: 5dmg 5dmg 5dmg 5 dmg 5dmg 5dmg
the monk feels powerful because of his quick burst dmg. The barb feels powerful because of his constant barrage. So it all depends on how you want to play.
Case in point, the rogue in WoW and the Warrior in WoW. They're both so drastically different that they can't be compared at ALL to each other. This is how the monk and barbarian should be.
(Even though recently the warrior has gotten some burst damage skills like bladestorm... please discount these as irrelevant)
Yeah but the whole point of the comparison between Barb and Monk is that Diablo 3 is not an MMORPG. There are no generic triune of group roles in Diablo - every class is a DPS class is how I think they worded it. WoW had what, 9 classes? And while some had alternate specs to become tank/dps/healing, some like Mages, Hunters, Rogues were pigeon-holed into being damage. For WoW, they could give a tank Warrior or tank Paladin shitty damage in their tank spec which justified their immense survivability, but the same cannot be done with this game. So in this case, the variants between classes are, among other things:
- crowd control abilities
- movement/agility (teleport, leap, ways of getting across the terrain in quick ways)
- burst damage
- sustained damage
- survivability (whether hitpoints, armor, defensive abilities)
They have to differentiate the classes based on these basic outlines. Since every class must be equally equipped to fight monsters, the challenge is to create distinct classes that all have a flavor in terms of playstyle, how they do damage, which classes can absorb more damage than others.
I like this thread, because it's a valid concern. They need to ensure that the Monk's faster, more concentrated and burst DPS meshes well with his lessened survivability. They also need to ensure the playstyle's are variable enough to make having a Barb and having a Monk around markedly different, and playing the two classes different as well. A good way to measure this is to see whether or not someone would consider making both a Barb and Monk successively - if so, it means the gamestyles are different enough to make them feel like different classes and not two spices of the same flavor.
Monk will be my first character too, it might deal damage lower than barb but the speed and combo makes it look very appealing to me rather than just hit and smash stuff.
The Monks ability to move quickly, deal quick bursty type damage, and his defensive skills will be a big plus in his arsenal. The barbarian will obviously have huge damage dealing moves but the Monk will be able to cause constant pressure through quick hits, healing himself, increasing his own defense, and his auras will be a big factor in defeating opponents I think.
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Monk:
Faster attacks (button smashing, 3 times in less than a second for combos)
More debuffs, so the monk would have to choose who is the biggest threat and debuff him while damaging
Barbarian:
Tankier, lots of health can last long against big enemies
Brutal attacks, focus the biggest threat and slash and hack him
Monk: debuff+damage, debuff+damage, damage damage damage damage
Barb: kick ass kick ass slash ass hack ass
Yeah but the whole point of the comparison between Barb and Monk is that Diablo 3 is not an MMORPG. There are no generic triune of group roles in Diablo - every class is a DPS class is how I think they worded it. WoW had what, 9 classes? And while some had alternate specs to become tank/dps/healing, some like Mages, Hunters, Rogues were pigeon-holed into being damage. For WoW, they could give a tank Warrior or tank Paladin shitty damage in their tank spec which justified their immense survivability, but the same cannot be done with this game. So in this case, the variants between classes are, among other things:
- crowd control abilities
- movement/agility (teleport, leap, ways of getting across the terrain in quick ways)
- burst damage
- sustained damage
- survivability (whether hitpoints, armor, defensive abilities)
They have to differentiate the classes based on these basic outlines. Since every class must be equally equipped to fight monsters, the challenge is to create distinct classes that all have a flavor in terms of playstyle, how they do damage, which classes can absorb more damage than others.
I like this thread, because it's a valid concern. They need to ensure that the Monk's faster, more concentrated and burst DPS meshes well with his lessened survivability. They also need to ensure the playstyle's are variable enough to make having a Barb and having a Monk around markedly different, and playing the two classes different as well. A good way to measure this is to see whether or not someone would consider making both a Barb and Monk successively - if so, it means the gamestyles are different enough to make them feel like different classes and not two spices of the same flavor.