Feedback Guideline: Open discussion.
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Our vision for the role of the monk:
  • Primary role: Damage dealer
  • Secondary role: Healer
Due to the nature of mantra and the missing offhand slot, the monk's lower levels will be harder. This is by design.
We hope players accept that challenging path to enlightenment.
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Please use this thread for all discussions about monk gameplay, from rotations to powerlevel to ease of use or complexity or amount of hotkeys needed.

How does it feel to play the monk?
How does the monk fit into Tibia?
Where does the monk feel too good or too weak?

Start or join in on a discussion with fellow Tibians and devs.
Here's a summary of the changes that'll go live today. Most of them were already announced:
Balancing:
  • Spenders and builders: We'll shift some of the power of builders to spenders
    • Greater Flurry of Blows: Base Power reduced from 115 to 90
    • Chained Penance: Extra damage per chain reduced from 30% to 15%.
    • Sweeping Takedown: Base Power increased from 45 to 50. After the multiplicative bonus of Harmony this spell now has an effective Base Power of 130 (or 210 in Virtue of Harmony)
    • Greater Tiger Clash: Base Power increased from 36 to 44 (Or 114 with 5 Harmony and 185 with Virtue of Harmony)
    • Devastating Knockout: Base Power increased from 55 to 62. Cooldown increased from 8 to 24 seconds
  • Virtue of Justice: Fist Fighting bonus decreased from 15% to 10% (or from 30% to 20% while serene)
  • Balanced Brawl can no longer be used in PZ
  • Wheel of Destiny:
    • Supreme Mod Aug. Forceful Uppercut cooldown reduction has been replaced by Aug. Spirit Mend
    • Aug. Focus Harmony buffed from -60s cooldown to -75s.
    • Ascetic bonus increased from 50/100/150% to 100/200/300% to reflect the Mantra changes
    • The text of Sanctuary has been adjusted for more clarity


Additionally some mechanics were be adjusted:
  • In an effort to reduce the power of autoattacks the bonus from the Three-Fold Path has been reduced from 100% to 50%
  • Mantra will no longer be doubled while serene and mantra on gear will be slightly reduced
  • Guiding Presence shared Mantra reduced from 100% to 50%
  • The healing of virtues has been adjusted to start lower but scale better with the amount of Harmony generated or used. Spells that generate or use 1 Harmony will heal up to 25% less.

Finally two reworks for existing spells are in:

Spiritual Outburst
I agree with the general sentiment. Its too clunky too use and doesn't match the playstyle of the monk.

The new version will be chain spell, that hits up to 6/7/8 targets depending on the perklevel. It will have the same Base Power as Sweeping Takedown (50) and its damage will not increase per chain. It will target like Chained Penance, both in its chainrange as well as prioritizing high HP targets.
The cooldown will be reduced from 60s to 24s.

Balanced Brawl
In an effort to provide a unique spell for monks to combat ranged enemies as well as match its playstyle better, Balanced Brawl will be adjusted to hit a much larger area in a half-circle shape in front of the monk and no longer need a target.

Bugfixes:
  • Updated the dawnport hint when reaching level 8 to include Manop and added a hint to Manop on the blackboard
  • Fist Fighting perks in the Wheel of Destiny now apply correctly
  • Fixed icons for Aug. Focus Harmony, Aug. Focus Serenity, Aug. Divine Grenade and Aug. Divine Empowerment
  • Multiple spells are no correctly displayed in the Magical Archive
  • Mystic Repulse, Focus Harmony and Forceful Uppercut now display the Three-Fold Path as their source in the Magical Archive
  • Fixed an issue where the golden frame of the active virtue is not removed when removing the spell from he action bar
  • Fixed the Summon Monk Familiar Icon
  • Monks are no longer shown an Arrival in Thais popup
  • Fixed minimap issues in the Blue Valley
  • The boss-cooldown of Timira can now be reset

Changes that we are working on:
  • Harmony display swapping to either side of your arcs
  • QoL changes for Mentor Other and Focus Serenity
Official replies

All of these sure are related to sustain however what's now out there for monk for being serene? A bit of buff for auto attacks from shrines and perhaps slightly more damage?
Currently serene still grants a sizeable bonus:
  • It doubles the effects of your virtue. This includes both the bonus they provide (Harmony Base bonus, fist fighting or healing) as well as their passive heal.
  • It doubles the autoattack bonus gained from shrines.


@Knight Ster:Thanks for the feedback. The new changes should address your feedback 1, 2, 4 and 5.
On top of that we are still looking at making a small change to Balanced Brawl (Your number 6), changing either its duration or its cooldown.

@Avalanche Sprawdzacz:Thanks. We are still looking at Balanced Brawl (Feedback 1) and it probably will get a little buff.
Feedback 2 and 3: We'll add a way for monks to apply a dot as well as more options to cleanse himself
Feedback 4: We are fine with the monk having only access to three damage types
Feedback 5: This has been adjusted
Feedback 7: New changes for the spell are now live and should restore it to a more potent option.

The cleanest version of this would be to change the harmony stacks from orange (non-serene) to purple (serene), instead of having an additional clunky display for no reason
We might adjust this later. For now it will stay that way in an effort to reduce unnecessary work. The serene state has undergone a lot of changes during its development and it might still change to a harder condition, even for solo monks.

Are you open to implementing a command for "Attack First Target" on the battle list?
Not in scope for this update. But its on my list now.

@Bobeek:Thank you for your long feedback. I do agree with your assessment of it shortcomings for solo gameplay. Some of it will hopefully be addressed by the new changes, adding damage to his spellrotation as well as improving Spiritual Outburst and adding more potential targets to Sweeping Takedown.
Greater Flurry of Blows: There are some issues with reducing its cooldown.
Issue 1: Reducing it to 8 seconds would lead to a rotation imbalance between Virtue of Justice and Virtue of Harmony.
Currently both Virtue rotations include exactly one Greater FoB (Virtue of Harmony: Greater FoB, Chained Penance, FoB, Chained Penance, Spender / Virtue of Justice: Greater FoB, Chained Penance, FoB, Chained Penance, FoB, Spender)
Issue 2: With a lower cooldown its place inside each rotation would shift.

Feedback 4: One of the goals for Monks is to provide alternative gameplay for players wanting to play a melee vocation. Adding a Berserk-Type spell would certainly work but in turn reduce the difference between these monks and knights. That being said, I still agree with you that there are changes to be made to allow the monk to earn rewards (as in XP) comparative to other vocations. For now I'd like to work on that problem without resorting to the easiest fix.
Regarding runes: Due to its decent magic level progression, runes might seem like a substitute for some spawns. In general however the magic level progression is mostly for the monks healing capabilities, as using runes for damage hampers the monks overall damage and sustain due to skipping creating and using harmony.

@Arthur-Mystic Archer:Thanks. Most of your feedback should be addressed by the new changes.

@Magistyk, Ashen Lady, Delamain, Fleur Noir and many more: Thanks for the extensive feedback.


In general:
We are still looking at the monks survivability. Both its own sustain as well as its damage reduction through resistance and other means.
On top of that we are looking at the damage of autoattacks for low level monks.