Patch 1.0.4 Preview: Monk
Posted 16 August 2012 by EllyThe first of the remaining three class change previews is up. Here’s what is happening to the Monk.
Spirit Spenders
Exploding Palm: (db)
From a strict usability standpoint, we think the visuals for Exploding Palm can be a little difficult to interpret. It’s hard to tell who’s affected by the
Bleed and who’s being damaged by the resulting explosion. Our Visual Effects team has made some improvements in 1.0.4 which will make it easier for players to tell who’s bleeding and who’s getting damaged.
From a mechanics standpoint, the three-second Bleed can make the explosion hard to pull off, and the damage just doesn’t seem enough to be worth the Spirit cost. To help with both of these issues, we’re increasing the duration of the Bleed to nine seconds as well as its damage per second, which should make it more likely that monsters you’ve touched with Exploding Palm will go boom when they die.
- Current: 220% weapon damage over 3 seconds
- 1.0.4: 745% weapon damage over 9 seconds
(Don’t worry, Impending Doom is also having its duration increased to 15 seconds.)
Seven-Sided Strike: (db)
The original intent for Seven-Sided Strike was for it to be a solid damage dealer that you could use for a quick burst. Where Serenity granted you an amazing period of invulnerability, and your other combat skills could put out some damage, Seven-Sided Strike would ideally exist somewhere in the middle by offering some invulnerability and some damage. Unfortunately, the way it currently plays out, Seven-Sided Strike feels more like a bad version of Serenity, and the damage just doesn’t seem worth it. To address this, we’ll be doing a straight damage increase to Seven-Sided Strike to make it an attractive option for those who are looking for a skill that really packs a punch.
The damage buff to Seven Sided Strike is significant. And although players rarely complain when a skill gets buffed, it does leave one wondering why a lower damage existed in the first place.
The answer is: our initial design was flawed in several ways. To get the skill where it needed to be, we identified three distinct problems that were plaguing not only Seven-Sided Strike, but other class skills as well, and each problem merited a damage increase.
First, we’re upping the damage of many skills with longer cooldowns in 1.0.4. Across all classes, if I can only hit a button once every so often, it needs to dole out some significant damage to justify the spot on my bar. While some skills, like Archon and Wrath of the Berserker, are significant enough to make the cut, there are a lot of skills that need DPS improvements to make their cooldowns worthwhile. Indeed, many monks use Seven-Sided Strike for the brief invulnerability, not the damage.
Second, we’re also upping the damage on skills that spend Spirit. As mentioned in the introduction, Spirit Spenders are getting buffed because the Spirit cost needs to be weighed against the benefit of using that Spirit on something else — such as refreshing your Mantra.
Third, we’re taking a hard look at distinctive, class-defining skills that create better tension on your skill bar. We’d like to promote skills that help to fulfill the fantasy of a class; skills that make you feel happy that you chose the class you did. Since the fantasy of a monk involves being fast, agile, and hard to hit, Seven-Sided Strike seemed like a natural candidate.
We looked at making these improvements across all skills and all classes, and Seven-Sided Strike benefitted all three times. As a result, the 1.0.4 version of the skill is incredibly potent (we’ll save the details for the patch notes).
Wave of Light: (db)
Wave of Light is the kind of skill that just needs to do way more damage. It has a big Spirit cost, but it doesn’t seem to pay off based on the amount of Spirit invested into it. In general, we’d like Lashing Tail Kick to be a skill that’s good against a small number of targets and feels relatively “spammable,” and for Wave of Light to be a skill that’s more of an investment — something that you don’t use as frequently, but pays out with bigger damage numbers when you actually do hit the button.
- Current: 215% weapon damage as Holy + 45% damage as AoE
- 1.0.4: 390% weapon damage as Holy + 45% damage as AoE
This is just for the base skill. Wall of Light, Explosive Light, and Pillar of the Ancients damage has also been buffed up by a fair amount.
Passives
In terms of passives, it’s pretty clear at this point that
One With Everything (db) is considered a mandatory passive for all monks. While “mandatory” passives aren’t great, making any major change would do more harm than good, particularly when a) incoming damage is so high and b) monks need the extra durability in order to survive.
Additionally, as a result of this passive, monks are more heavily tied to their current gear, so making changes to One With Everything would have very noticeable negative repercussions to the gear monks have invested in.
While we’d prefer that there wasn’t an “absolutely mandatory” passive, we’re going to let this one ride for now. If we do try to make changes we’ll ideally do it in a way that doesn’t invalidate the passive, doesn’t hurt monk survivability, and doesn’t undermine the gear people are currently wearing.
Last but not least, we added the ability for monks to wield two-handed weapons in 1.0.3, along with supporting animations. This has allowed some monks who enjoy two-handers to play this way, but it’s not always effective. In the Systems Preview, we mentioned that two-handed melee weapons are getting a buff, and that will help. As additional support, the Spirit generation bonus granted by The Guardian’s Path is going to be increased from 25% to 35%.
Still to come, later today. The Witch Doctor and the Demon Hunter.
How’d you like them apples? Juicy and tempting or a bit dry leaving a bitter after taste.






Really wanna know just how good Seven Sided Strike will be since it has been part of my build from when I unlocked it…
ITS OVER 9000!
Not so great preview..
Good thing they are not touching “One with everything” . Many people would be pissed.
Looking forward to seven sided strike buff
I wanted them to make it an inherent ability like the 30% damage reduction then change this passive altogether. Anything necessary for survival shouldn’t take up one of the slots used for customization.
I agree that Blizzard should not touch One With Everything (OWE). First of all, contrary to what was said, I do not see it as being mandatory. I don’t use it. My passives are picked and I’m not swapping one of them out for an additional +120 AR. Granted I could go higher by getting more AR gear that also has +LR, but trying to find that without losing necessary stats that are currently on my gear is never going happen. The gear is simply not going to drop and will be way out of my price range if available on the AH. Second, as alluded to above, to take advantage of OWE, and benefit, one needs to be very particular about gear, specifically going out of the way to stack only one type of resist on top of AR. Anyone that has done this, especially to the point of getting +300 or more AR as a result, an amount the makes a difference (120 doesn’t), deserves to not have their build fubar’d, especially considering the expense of such gear.
You’re describing what happens when you obtain gear elite enough to overcome the lack of resistance problem. Most monks don’t have that kind of gear.
It’s not a good thing. It just shows how big of an impact the AH has on game balance when the devs are afraid of nerfs because they might “undermine the gear people are currently wearing.”
That’s another good point. OWE would be just about worthless without the AH providing the ability to make it useful.
http://www.diablowiki.net/One_With_Everything#Post-Release
If you look at the wiki page there’s a blue quote saying that they never really used OWE during testing since w/o the auction house it was irrelevant. No way to get every piece of gear with fire or lightning or some other resistance self-finding.
This is the first preview that didn’t make me excited at all. I guess WD will be the last one to get the blog post, with a big fat surprisingly awesome pet buff
\we added the ability for monks to wield two-handed weapons in 1.0.3\
1.0.3, ay?
I would like to hear more about what they did change for passives, rather than a novella about the skill they didn’t touch.
It seems to me they changed 3 skills per class and called it a day.
“We’d like to promote skills that help to fulfill the fantasy of a class; skills that make you feel happy that you chose the class you did. Since the fantasy of a monk involves being fast, agile, and hard to hit, Seven-Sided Strike seemed like a natural candidate.”
This seemed like a bit of a reach to me. Maybe this makes sense in a deep-immersion RPG, but I’m not sure it’s true for Diablo. In the original, I enjoyed donning full plate mail and a shield as a sorcerer and teleporting right next to the monsters before unleashing spells. Not exactly a high fantasy archetype there. In Diablo 2, it was fun to run around stabbing things with a poison dagger, or spamming hammers all around the outdoors. I know when I think of paladins, I think “fast-casting damage dealers!” Just to belabor the point: “singing barb.” So…just tell us “This skill sux. Moar damage now.” No need to go to such lengths to justify it.
Also…doesn’t the monk have two must-have passives? Is anybody running Inferno without Seize the Initiative? (If so, they have much better gear than I do-not that that is saying much.)
I think it’s the correct approach even if it doesn’t seem so important by the numbers. Blizzard’s success on these games is partially based on providing strong RPG archetypes. People who enjoy playing an “archetypical” character in ways that don’t fit the archetype are a minority. You and I are in the minority.
yeah, I mean at some point they have to draw the line between allowing every wacky build in each class and having each class unique. That’s why they’re different classes, so that you can pick a character that tailors to your playstyle and maybe customize him a bit but it stays true to the core. At which point does an obsession with tanking DH turn into a realisation that maybe you really want to play a Barb?
It’s just weird that the Barb changes were really detailed compared to what has been shown for the other classes so far. As a Monk, I like the idea of them buffing damage oriented spirit spenders, I just hope it will prove useful. I for one loved using Exploding Palm and was sad I had to let it go once I hit Inferno. We’ll see if it makes its way back in after the patch. I was never big on SSS because of the long cooldown and it never feeling like it did appreciable damage to anything.
Each preview seems to have a different author and style. Barb was cool. Wiz was “look how deep we can go discussing a single point – i.e., this design thing takes time”.
This one was really underwhelming. Let’s hope patch notes brings some cool stuff.
IMO I dunno that these changes are going to make much of an impact.
Current monk builds (other than ones with wonderful gear) already use almost all of their stat slots for survival. Damage boosting skills need to be absolutely humongous in order to be worth replacing these survival skills.
Sooo basically they are increasing the damage of spirit spenders..?
As opposed to what? Decreasing the damage?
What? Is this really all you were hoping for? Right now there is 0 build diversity, and that is not because spirit spenders have too low percentages. I was hoping for changes to OWE, fixing mantra of healing, beta version of exploding palm etc etc. Something FUN and game changing, not a few increased percentages.
Or, as is more likely (because they said it outright, right at the beginning), they’re just not describing every single little change in these previews. But giving us a flavour of their thought-process by example.
They explain in the beginning of the post that the main issue with monks is that spirit spenders are not worth taking so they want to buff them. I’m saying I don’t agree with that statement. The reason people are not using spirit spenders is because you need 4 defensive abilities to have any chance of surviving inferno, so you can’t afford spirit spenders no matter how shiny the percentages are.
I guess a fix for OWE or combining offensive and defensive abilities was too much to hope for.
Well, I really am no expert at all on Inferno, so forgive me that. BUT to begin with people were loading up on defensive skills to get through. Now I read in some of the build topics in the forums that the best tactic is a good mix of offensive and defensive skills. Being able to tap more effectively into any skill that provides a bonus to offense or defense is good, the way I see it.
But if you’re using defensive skills so much, then obviously they are much more important than offensive skills, and they’re trying to do something about that.
Dead enemies can’t kill you though.
I’ve yet to see if the buff’s good enough to efficiently take down enemies fast enough to justify them in the skill bar. It looks to be the approach at any rate.
I’m pretty happy about it; I never gave in to using ‘that same build’ as everyone else anyway, so it just means that things are looking up for me.