Improving Rune System (MONK)

  • #1
    IMPROVING THE RUNE SYSTEM

    (Monk Edition)

    ==================================================================

    As we all know, every skill has 5 runes that can be applied to it, changing its mechanic. The design concept is to allow for a huge build diversity, which is very far from what is really happening in the game, especially late game.

    The idea behind this thread is to help Blizz improve the rune system by suggesting variations or even new runes to complement the ones we have, by opening a place to collect all the suggestions we can think of.
    There is a thread like this for every class! This is the Monks edition, so to all the martial arts masters out there: This is your place to be heard!

    Not to disencourage discussion, but please refrain from commenting on the viability or "fun" of other peoples suggestion. Something may seem (and be) totally impossible to implement, yet it may spring someone else´s mind into action... Let’s stay positive! If you don’t agree with someone, just make a better suggestion!



    I know that there are many threads like this one, but it would be great if we could concentrate all the info in one place!

    Link to the original thread: http://www.diablofan...ng-rune-system/
  • #2
    You might want to edit thread titles so we know which threads got updated on front page forum tracker.
  • #3
    Done! Thx for the advice!
  • #4
    I would love to see more Runes that have general buffs on them. Everyone uses Blazing Wrath/Blinding flash to get a bigger buff for SW. If more abilitys had a X% damage buff then people might be more willing to swap out those spells. DR has a damage buff and in a few select builds people are using it. You'd see more of that if people had more options.
  • #5
    Hello!
    First time post and accually made my account to comment on these topics! These kinds of threads does not seem to go over well on the official D3 forums...

    I have made some changes to the existing runes, so they are a bit more realistic and lacks abit of inspiration unlike some very interesting posts I saw on the first thread. Some skills and runes aren't mentioned, because I could not come up with any good changes, hehe. I do think the Monk is one of the coolest classes out there, but it hurst my brain to see that it is a measly shell of what the developers had in mind when presenting the character.

    Here it goes!

    Lashing Tail Kick
    Reduce resource cost from 30 to 20.
    Remove knockback from the skill, players recieve knockback with the Sweeping Armada rune.
    Remove the "Hand of Ytar" rune and replace it with another effect (proposition below).
    Increase the reach from the current range to about 10 yards.

    Spinning flame kick - Increase the hitbox range

    Hand of Ytar (replacement ideas):
    Surgeon Kick - Heals you and your allies for 10% of their hp over 5 seconds after casting Lashing tail kick.
    Fast feet - Increases your attackspeed by 3% for every enemy hit for 3 seconds after casting Lashing tail kick.

    Deadly Reach
    Piercing Trident - Increase the second strike to 3 attacks, and the third strike to 5 attacks, forming a half circle.
    Keen Eye - Increase the time of the effect to 8 seconds.

    Tempest Rush
    Increase the movementspeed for the character on the base skill by 10%, keep the Tailwind rune as it is.

    Breath of Heaven
    Increase the radius of the skill from 12 yards to 24 yards, and increase the healing to the double, 12 404- 14 884 Life.
    Infused with light - increase the Duration to 10 seconds.
    Penitent Flame - Increase you and your allis dodge chance by 20% for 5 seconds.

    Crippling Wave
    Tsunami - Increase the radius of all strikes.

    Cyclone Strike
    Reduce the spirit cost from 50 to 35.
    Sunburst - Increase the chance to 50%, and the duration of the fear to 3 seconds.
    Soothing Breeze - Increase the heal of the radius to 30 yards, increase the healing by 2-3 times.

    Way of the hundred fists
    Windforce Flurry - Increase the radius from which monsters are hit by the third strike wave, but decrease the damage from 250% to 200%.

    Inner Sanctuary
    Increase the radius of Inner sanctuary by around 1,5 times.
    Sanctified Ground - increase the slow effect from 60% to 80%.

    Mantra of Evasion
    Wind through the Reeds - Increase the movement speed from 8% to 12%.

    Mantra of Retribution
    Add a 10% damage reduction on the basic mantra.
    Transgression - Instead of attack speed, increase the blockchance by 8%.
    Indignation - Increase the chance to stun from 10% to 20%.
    Collateral Damage - Increase the damage of the AoE to 90%.

    Mantra of Healing
    Change the life regeneration from a number to a percentage. The caster gains 2% life per second, and the allis gain 1% of their life per second.
    Sustenance - Increase the life regeneration from 2% to 3% life per second.
    Heavenly Body - Increase the Vitality from 10% to 15%.

    Mantra of Conviction
    Dishearten (Rename it)- Remove the slow effect, instead the mantra reaches out to allies.
    Make your peace...Quickly!
  • #6
    Quote from Elendiro

    Lashing Tail Kick
    Reduce resource cost from 30 to 20.
    Remove knockback from the skill, players recieve knockback with the Sweeping Armada rune.
    Remove the "Hand of Ytar" rune and replace it with another effect (proposition below).
    Increase the reach from the current range to about 10 yards.

    Spinning flame kick - Increase the hitbox range

    Hand of Ytar (replacement ideas):
    Surgeon Kick - Heals you and your allies for 10% of their hp over 5 seconds after casting Lashing tail kick.
    Fast feet - Increases your attackspeed by 3% for every enemy hit for 3 seconds after casting Lashing tail kick.

    In the original thread I had almost the same suggestions. It is true that there is a spirit:damage problem with almost all spiritspend skills so I'd like to put it out there. The exact values needed, I'm not really sure. I feel LTK has good spirit cost right now wrt to its knockback.

    Knockback is critical for the skills CC aspect. The thing is it'd be better off as weak as what FoT or WotHF is right now.

    With a weakened knockback, I expect Spinning Flame Kick to be able to hit multiple times when lined properly like TR can.

    Rune Suggestions:
    Vulture Claw Kick - Moderately increase radius and leaves all enemies hit burning for xx% weapon damage as fire over X seconds.
    Sweeping Armada - Gets the old knockback distance
    Hand of Ytar > Sole of Ytar - LTK becomes channeling dealing xx% weapon damage persecond? (ala street fighter). Slight increase in radius. Enemies within the radius have their attack speed slowed by x%



    Deadly Reach
    Piercing Trident - Increase the second strike to 3 attacks, and the third strike to 5 attacks, forming a half circle.
    Keen Eye - Increase the time of the effect to 8 seconds.

    On the base skill I suggest more range with DR on the 2nd and 3rd attack, 20 and 30 yards respectively.

    Rune Suggestions:
    Piercing Trident - Same as quoted above
    Keen Eye - This should be moved to WotHF instead. I agree with the duration in quote.
    Foresight > Windforce Flurry - I believe Foresight should be moved to another spirit generator and Windforce Flurry from WotHF be moved into its place.

    Blinding Flash
    BF is one of the better skills.

    Rune Suggestions:
    Faith in the Light - Change 30% increased to damage to 30% increased critical chance.


    Tempest Rush
    Increase the movementspeed for the character on the base skill by 10%, keep the Tailwind rune as it is.

    I wholly agree.

    Rune Suggestions:
    Either one of Slipstream or Bluster have to go. They do practically the same thing.


    Breath of Heaven
    Increase the radius of the skill from 12 yards to 24 yards, and increase the healing to the double, 12 404- 14 884 Life.
    Infused with light - increase the Duration to 10 seconds.
    Penitent Flame - Increase you and your allis dodge chance by 20% for 5 seconds.

    I agree with increased skill radius.

    Rune Suggestions:
    Circle of Scorn - An additional burst of damage equal to the amount healed. (Does more damage if in a party)
    Circle of Life - Change the heal to a % of your maximum life instead.
    Infused with Light - Remove spirit cost and increase duration to 16 seconds

    Dashing Strike
    One of my favorite skills but it just costs too much spirit to be actual mobility skill even in battle. The distance should be retained even without a target but the skill should generate 10 spirit when you hit an enemy.

    Rune Suggestion:
    Way of the Falling Star - Gain the buff even when you don't hit an enemy OR gain the buff when you hit anything (breakable environment and others).
    Quicksilver - You no longer generate spirit when you hit an enemy but the spirit cost is reduced to 10.


    Edit - Had to edit as the post was getting too long for my taste. I'll add the rest on a later post.
    sto lavorando
  • #7
    ...Continued from previous post

    Wave of Light
    Rune Suggestions:
    Wall of Light - An actual wall appears where the projectile travels dealing xx% weapon damage over x seconds to all enemies that pass.
    Pillar of the Ancients (name sounds like a barbarian skill) > Pillar of Ivgorod - Increase the initial damage knocking back enemies slightly. If you hit the pillar within 2 seconds the pillar shatters dealing damage to all enemies in a 45 degree arc, otherwise the pillar will collapse in place.

    Exploding Palm
    One of my favorite skills but it isn't cost efficient when compared to Sweeping Wind. Reduce the cost to 30 spirit and increase the damage to 1xxx%. The main point of the skill is the DoT and not the explosion that comes after.

    Rune Suggestions:
    The Flesh Is Weak - Increase the debuff from 12% to 20%
    Strong Spirit - If the target explodes after bleeding, gain 50 spirit. (period)
    Creeping Demise - Increase duration of the slow to 9 seconds too.
    Impending Doom > Bloody Mess - If the target explodes, the target and each monster hit by the explosion has a 20% increased chance to drop a life orb.
    Essence Burn - Just a tooltip mod. I know for a fact that the explosion doesn't deal damage with this rune. This should be cleaned up.


    Cyclone Strike
    Reduce the spirit cost from 50 to 35.
    Sunburst - Increase the chance to 50%, and the duration of the fear to 3 seconds.
    Soothing Breeze - Increase the heal of the radius to 30 yards, increase the healing by 2-3 times.

    This suggestion is agreeable on spirit cost as the risk it gives far outweights it. It should also be moved to Secondary skills rather than Focus skills.

    Rune Suggestions:
    Eye of the Storm - Reduce the Spirit cost to 20
    Soothing Breeze - Pulls in party instead and heals for almost the same amount as BoH maybe 1k or 2k less.


    Way of the hundred fists
    Windforce Flurry - Increase the radius from which monsters are hit by the third strike wave, but decrease the damage from 250% to 200%.

    The problem with WotHF is that is really slow on the 2nd attack leaving you dangerously vulnerable especially against DoT as well as reducing your spirit generation time. The 2nd attack should have a high chance to cause the enemy to stagger partially immobilizing them.

    Rune Suggestions:
    Hands of Lightning > Shield of Fists - The additional number of hits of Hands of Lightning is a death sentence. Instead, starting from the 2nd attack, you gain a shield that blocks xxxx damage for 2 seconds.
    Blazing Fists - Increase the duration to 15 seconds
    Windforce Flurry > Raging Typhoon - Instead of a projectile. On the third attack, generate a stationary tornado in front of you that deals 250% weapon damage as Lightning over 5 seconds. Will generate even if you do not hit an enemy.

    Seven Sided Strike
    Rune Suggestions:
    Several Sided Strike - Increase the number of hits 12 to make the skill last considerably longer

    Mantra of Evasion
    Rune Suggestions:
    Backlash - Increase occurence chance to 50%. There are several requirements for this rune to be effective, 1) The enemy is near you, 2) The enemy is attacking you, 3) You dodge the attack. Add that all up it makes it very difficult for the effect to actually happen especially in a boss fight. Therefore either the payload is increased or the occurence should be higher.

    Quote from Elendiro
    Mantra of Retribution
    Add a 10% damage reduction on the basic mantra.
    Transgression - Instead of attack speed, increase the blockchance by 8%.
    Indignation - Increase the chance to stun from 10% to 20%.
    Collateral Damage - Increase the damage of the AoE to 90%.

    I don't agree with the 10% mitigation as it negates the purpose of the mantra.

    At higher difficulties, we up our damage mitigation, meaning the reflected damage of MoR is pitiful. Making it that the mantra returns the damage mitigated instead would be far better. It would require a bit of rescaling on the reflected values but at least the damage is more significant.

    Rune Suggestions:
    Indignation - Agree with the quote above.
    Against all Odds - Increase the spirit gain to 6.
    Collateral Damage - Increase the chance of the effect to 50%. Same reasoning with MoE Backlash.

    Quote from Elendiro

    Inner Sanctuary
    Increase the radius of Inner sanctuary by around 1,5 times.
    Sanctified Ground - increase the slow effect from 60% to 80%.

    Since 1.07 has already increased the radius (don't know how significant though) I don't think a size increase is needed. Your Sanctified Ground suggestion has already been done as of 1.07 too.

    I believe varying shapes of Inner Sanctuary would be better to better help strategic play. The mark should negate ground effects of Molten, Desecrator and Plagued.

    Quote from Elendiro

    Mantra of Healing
    Change the life regeneration from a number to a percentage. The caster gains 2% life per second, and the allis gain 1% of their life per second.
    Sustenance - Increase the life regeneration from 2% to 3% life per second.
    Heavenly Body - Increase the Vitality from 10% to 15%.

    Return the initial 3 second increased regen rather than the shield. Regen for you and your ally is 2% of your life. The more max life you have the better, especially for party members with less max life than you.

    Rune Suggestions:
    Boon of Inspiration - Increase the loh to 290
    Heavenly Body - Pass this to Mantra of Retribtuion because it needs it more.
    Heavenly Body > Overflowing Chalice - While your life is 90% or above, your damage is increased by 15%.

    Quote from Elendiro

    Mantra of Conviction
    Dishearten (Rename it)- Remove the slow effect, instead the mantra reaches out to allies.

    Rune Suggestions:
    Dishearten - When you first activate Dishearten it has a 20% chance to inflict Fear or Stun to all enemies within 20 yards that lasts 2 seconds.
    Reclamation - Provides 3% lifesteal instead of psuedo loh



    I'll post up passives next.
    sto lavorando
  • #8
    Sorry for the silence right after making the threads! I am preparing a class overview going through every skill and rune on each class. Gonna take me some time to finish…

    Just a brief comment on the 1.0.7 changes to skills: NO! NO! (that’s a big no-no)

    Jokes aside, 1.0.7 feels like a stalling move. They are just buying time… And to be honest, I think it´s the best thing to do right now. The skill system is flawed and needs a deep redesign.
  • #9
    There was nothing major with the 1.07 patch in terms of skill mechanics. It's just pretty much damage buffs to nearly what they were during beta.

    Mystic Ally got a considerable buff though. The additional 2 yards on Inner Sanctuary won't do anything is my guess.

    It's pretty obvious they rushed 1.07 out for those who were demanding PvP just like how they rushed the game out for the "fans" who demanded it (and look where that brought us).
    sto lavorando
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