1 - Healing monks offers a way to progress into grifts/leader board now.
2 - Good suportive role, but it didn't affects too much monsters freedon as tiki/sader did at season 3.
3 - Obviously it wasn't nerfed at PTR because it wasn't being overplayed and isn't too overpowered as some think it is.
4 - Doesn't obstruct other groups compositions (how did some group work in PTR without a healing monk with them?!?! Obviously because there are more compositions now).
5 - If monk becomes the best support class for groups, it will never be as good as a tikiwd was in season 3, as it doesn't paralize monsters 100% of time, nor will be better than a sader in season 3 too, as it doesn't blinds monsters 100% of time and boost 100% ChD to party...
6 - in a group with a healing monk, all players do actives roles into a fight. (no more saders standing in and just waiting RG die while dazzling it with a NUNLOCK skill set.
7 - DPS roles are too much difficult now, and a healing insn't enough to prevent death as mosnters and elites still can one shot you with jailer, frozen, thunder, etc...
As you can see, a healing monk is a good suportive char in a group, but it is very far from being overpowered as most of suportives chars were before...
Can we all please tweet at the developers or something and get the healing monk build nerfed? The game is not fun when you have to bring a monk to 2/3/4 player groups so that he can heal the entire party for 120% of their life every second, making them immortal unless they get one shot.
Just wanted to say this dude was right on. Healing monks the new ZDPS WDs
What I read is pretty funny, because it was obvious that in season 3, crusader was the mandatory support to bring, not WD. The conclusion is the same, but I'm wondering about the knowledge of the meta from the players (?) who talk here. To be honest, heal monk is surely the mandatory build to bring in this patch, but it is not really the same than perma-CC, it is just a way to deal with the removal of perma-CC.
Serisously, what do you expect from the game ? There will always be support builds because you have to stack damage buffs and since this patch toughness/recovery buffs. Now you can't stack enough toughness on your own, because you need DPS. You stack a reasonable amount to not get one-shot and it seems pretty fine to me.
Heal monk is mandatory because it is the best toughness support, just like hota barb is mandatory because of his DPS. WD may be mandatory in the near future if lag hotfixes are working. Leaderboards means competition, competition means that there will always be better builds/classes than others. Even if all classes/builds were balanced, some skills/class mechanics would allow some classes to be better in some situations and for some roles.
If you are looking to play the build and the party setup you want to with nothing mandatory, then you don't care about competition, then don't look at the leaderboards to moan. Deal with it.
What I read is pretty funny, because it was obvious that in season 3, crusader was the mandatory support to bring, not WD. The conclusion is the same, but I'm wondering about the knowledge of the meta from the players (?) who talk here. To be honest, heal monk is surely the mandatory build to bring in this patch, but it is not really the same than perma-CC, it is just a way to deal with the removal of perma-CC.
Serisously, what do you expect from the game ? There will always be support builds because you have to stack damage buffs and since this patch toughness/recovery buffs. Now you can't stack enough toughness on your own, because you need DPS. You stack a reasonable amount to not get one-shot and it seems pretty fine to me.
Heal monk is mandatory because it is the best toughness support, just like hota barb is mandatory because of his DPS. WD may be mandatory in the near future if lag hotfixes are working. Leaderboards means competition, competition means that there will always be better builds/classes than others. Even if all classes/builds were balanced, some skills/class mechanics would allow some classes to be better in some situations and for some roles.
If you are looking to play the build and the party setup you want to with nothing mandatory, then you don't care about competition, then don't look at the leaderboards to moan. Deal with it.
There's nothing wrong with support builds, and nothing wrong with the concept of the "healing monk".
What's a problem is the sheer ridiculousness that is monk healing at this point. They bring, arguably, too much utility and support to the group. No spec should allow people to stand in just about anything (there are some exclusions) and tunnel DPS.
The spec just needs to be toned down a little, I'm fine with it being required in top grift runs as that's just the nature of the game, but it shouldnt allow the entire group to just tunnel/forget about mechanics (mostly!).
No idea why white space is being removed from the post (paragraph etc).
I tend to agree with Grouchyy. I think the idea of a healing/support monk is fine, however I strongly suspect that this build variant was not something Blizzard had considered in terms of its utility and capability in groups, and likely does need to be tuned down slightly, as currently the amount of healing it brings to the table is extreme. In my own annecdotal evidence runs I've done with a Healing Monk yield significant advantages to the point where I'd be comfortable saying it feels like it is a required build if you are doing serious pushing.
This feels somewhat deja vu re the tiki WD and Crusader perma blind builds, which we all know was what Blizzard was working hard to get away from. I don't think it is nearly as potent as those previous scenarios, but it is in the same basic ball park, in terms of creating a specific class that you really have to run with, if you want t push as high as possible. I don't personally see it as that big of a deal, but I do agree with the basic observation being made by the OP.
Monks in general are not making this season fun, unless your another monk. I play a DH and they don't care about what they leave behind. Why was the zipping ahead of the group in two seconds a good idea? If they do that they should lose there 30% reduced damage.
i ha a healer/tank/xp buffer monk. ive healed groups and been healed on my main barbarian through grift 64 with like 5 minutes to spare. i personally love this build. it does not break any game mechanics. its a combination of programmed skills talents and armor set to bring the biggest boost of heal and damage buffs to a group. and with minimal weekly play time during the week, i can log on and knock of 3 or 4 paragon levels in 2 hours with this build.
stop calling for nerfs because your unhappy with a game . the door is over there. your welcome to leave at any time.
There will always be a best composition and a best support and a best build and a best in slot item. In any competitive game there will be a (hopefully evolving) meta and the meta will most likely (like almost always in like almost all games) not be very interesting or "fun". Diablo 3 is about efficiency. Climbing the ladder in D3 season is about efficiency and meta. If you are against those then you are either not meant for this kind of gameplay or you must accept that if you want to reach these hights, you have to sacrifice something.
This is not just true for D3, this can be applied to and has been in many other games. I for example have played MW:O and WOTLK competitevly in top 25 world corp/guild. There is also lots of fun ways to play MWO and to explore the WoW, but those are not the things you do when you aim for a leaderboard position. You do whatever is neccessary to climb and win. Even if that's reducing your other hobbies to 0, dancing naked on the street in a pink dress, skipping the gym, playing a build that isn't fun, creating a monk with lvl 60 gems which can not even solo clear a T1 rift.
If you refuse to play the meta (or come up with an adequate solution) you are not worthy of a leaderboard position imho. It is your choice how you play. Blizzard shouldn't make that choice for you. Suboptimal (aka not maximum efficiency) playstyles will yield less than 100% results. So don't complain about not achieving 100% results (aka top leaderboard positions) if you "only" play at 80% of what's possible, because you want to have "fun".
WD can provide insane damage buffs and debuffs and CC for the group. They should be nerfed cause my crusader can't bring nearly the same utility. Barbs can move through a rift at insane speeds and my crusader can't even come close to keeping up with them. Nerf. You either give my crusader the same shit WDs Monks and Barbs have or you have to nerf them to be the same as my crusader.
Or we could have different classes be able to do different things.
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Well, lets point this all:
1 - Healing monks offers a way to progress into grifts/leader board now.
2 - Good suportive role, but it didn't affects too much monsters freedon as tiki/sader did at season 3.
3 - Obviously it wasn't nerfed at PTR because it wasn't being overplayed and isn't too overpowered as some think it is.
4 - Doesn't obstruct other groups compositions (how did some group work in PTR without a healing monk with them?!?! Obviously because there are more compositions now).
5 - If monk becomes the best support class for groups, it will never be as good as a tikiwd was in season 3, as it doesn't paralize monsters 100% of time, nor will be better than a sader in season 3 too, as it doesn't blinds monsters 100% of time and boost 100% ChD to party...
6 - in a group with a healing monk, all players do actives roles into a fight. (no more saders standing in and just waiting RG die while dazzling it with a NUNLOCK skill set.
7 - DPS roles are too much difficult now, and a healing insn't enough to prevent death as mosnters and elites still can one shot you with jailer, frozen, thunder, etc...
As you can see, a healing monk is a good suportive char in a group, but it is very far from being overpowered as most of suportives chars were before...
yeah its OP but man am having a lot of fun using it , played a lot of GR50+ and i didn't even use my potion once lmao
What I read is pretty funny, because it was obvious that in season 3, crusader was the mandatory support to bring, not WD. The conclusion is the same, but I'm wondering about the knowledge of the meta from the players (?) who talk here. To be honest, heal monk is surely the mandatory build to bring in this patch, but it is not really the same than perma-CC, it is just a way to deal with the removal of perma-CC.
Serisously, what do you expect from the game ? There will always be support builds because you have to stack damage buffs and since this patch toughness/recovery buffs. Now you can't stack enough toughness on your own, because you need DPS. You stack a reasonable amount to not get one-shot and it seems pretty fine to me.
Heal monk is mandatory because it is the best toughness support, just like hota barb is mandatory because of his DPS. WD may be mandatory in the near future if lag hotfixes are working. Leaderboards means competition, competition means that there will always be better builds/classes than others. Even if all classes/builds were balanced, some skills/class mechanics would allow some classes to be better in some situations and for some roles.
If you are looking to play the build and the party setup you want to with nothing mandatory, then you don't care about competition, then don't look at the leaderboards to moan. Deal with it.
There's nothing wrong with support builds, and nothing wrong with the concept of the "healing monk".
What's a problem is the sheer ridiculousness that is monk healing at this point. They bring, arguably, too much utility and support to the group. No spec should allow people to stand in just about anything (there are some exclusions) and tunnel DPS.
The spec just needs to be toned down a little, I'm fine with it being required in top grift runs as that's just the nature of the game, but it shouldnt allow the entire group to just tunnel/forget about mechanics (mostly!).
No idea why white space is being removed from the post (paragraph etc).
I tend to agree with Grouchyy. I think the idea of a healing/support monk is fine, however I strongly suspect that this build variant was not something Blizzard had considered in terms of its utility and capability in groups, and likely does need to be tuned down slightly, as currently the amount of healing it brings to the table is extreme. In my own annecdotal evidence runs I've done with a Healing Monk yield significant advantages to the point where I'd be comfortable saying it feels like it is a required build if you are doing serious pushing.
This feels somewhat deja vu re the tiki WD and Crusader perma blind builds, which we all know was what Blizzard was working hard to get away from. I don't think it is nearly as potent as those previous scenarios, but it is in the same basic ball park, in terms of creating a specific class that you really have to run with, if you want t push as high as possible. I don't personally see it as that big of a deal, but I do agree with the basic observation being made by the OP.
Monks in general are not making this season fun, unless your another monk. I play a DH and they don't care about what they leave behind. Why was the zipping ahead of the group in two seconds a good idea? If they do that they should lose there 30% reduced damage.
The extra Chromosomes here are real.
There will always be a best composition and a best support and a best build and a best in slot item. In any competitive game there will be a (hopefully evolving) meta and the meta will most likely (like almost always in like almost all games) not be very interesting or "fun". Diablo 3 is about efficiency. Climbing the ladder in D3 season is about efficiency and meta. If you are against those then you are either not meant for this kind of gameplay or you must accept that if you want to reach these hights, you have to sacrifice something.
This is not just true for D3, this can be applied to and has been in many other games. I for example have played MW:O and WOTLK competitevly in top 25 world corp/guild. There is also lots of fun ways to play MWO and to explore the WoW, but those are not the things you do when you aim for a leaderboard position. You do whatever is neccessary to climb and win. Even if that's reducing your other hobbies to 0, dancing naked on the street in a pink dress, skipping the gym, playing a build that isn't fun, creating a monk with lvl 60 gems which can not even solo clear a T1 rift.
If you refuse to play the meta (or come up with an adequate solution) you are not worthy of a leaderboard position imho. It is your choice how you play. Blizzard shouldn't make that choice for you. Suboptimal (aka not maximum efficiency) playstyles will yield less than 100% results. So don't complain about not achieving 100% results (aka top leaderboard positions) if you "only" play at 80% of what's possible, because you want to have "fun".
WD can provide insane damage buffs and debuffs and CC for the group. They should be nerfed cause my crusader can't bring nearly the same utility. Barbs can move through a rift at insane speeds and my crusader can't even come close to keeping up with them. Nerf. You either give my crusader the same shit WDs Monks and Barbs have or you have to nerf them to be the same as my crusader.
Or we could have different classes be able to do different things.