First time posting here, kinda strange forum software they use. Maybe just my settings that mess stuff up.
I am probably making a character for Monk now. It seems that skills with higher OH have lower xxx% damage and skills from higher ranked classes with overheat lost theirs to bring the damage in line.
The way I see Monk now is a mix of Auto Attack and combo based gameplay. Most attacks have 4 Over Heat and you have a skill to burst-like refresh all cooldowns. Therefore you should count the 4 Over Heats as 1 “Attack” that you can split up and get multiple proccs of buffs from. Why? If a Skill refreshes you get all charges back now, therefore they had to lower the individual damage of Over Heat skills to not make them broken.
They way I see it now is that you can combine the different Monk Skills, the debuffs and buffs they give to actually do a different version of the “ORA ORA ORA ORA” Meme with different monk skills, especially if you can use all these skills during Double Punch stance.
So, One Inch Punch - > Palm Strike -> Hand Knife -> God Finger Flick -> (refresh One Inch Punch debuff otherwise) -> Palm Strike -> Hand Knife -> etc.
Each hit makes use of all the buffs, etc . inbetween you can use auto attacks with double punch or maybe Double Punch and the rest of the skills maie two distinctive ways to play it. With hit stun being a thing maybe the version without Double Punch will be great in PVP as you get so many attacks and even can refresh them in addition to two other classes you pick.
As a necromancer player I think these changes are a slight nerf. Some stuff isnt as noticable while playing alone or generally leveling as you move from group to group that much that you wont notice the 30s Corpse Tower duration. Hopefully the scaling of SPR and Summons isnt ■■■■■■ up if they lowered their damage, they already dont do the most damage.
I generally don’t use Dirty Pole, only if a missle class is in the group and even then stuff dies fast and you move fast that you rarely makes sense. Flesh Strike was useless anyway, 3 second cast time, costs 100 corpses and SP, who ever used that with the low matk that necro generally has?
Giving Flesh Cannon only 1 charge makes it more difficult to keep 50 stacks of bane up. I normally use Flesh Hoop level 10 and Flesh Cannon to keep it up, Flesh Hoop 5 Hits = 50 stacks, then refresh until Flesh Hoop runs out and bridge it with Flesh Cannon. Advantage is that you cant interrupt Flesh Hoop and it has no casttime while also being cheaper than Flesh Cannon.
Now, reducing the Summon number can make sense if they buff them, make their size bigger or generally make them matter more. I could understand this with limitations of the engine as so many summons could be taxing. Just nerfing their damage makes little sense, especially if the Wizard is as useless as it seems. On a more positive note, other classes can now pick the combination they want out of the 3 minions that supports their playstyle best (tank, range, magic, etc.)
Gather Corpse will always be worse than Disinter, Disinter just gathers more, has more charges, more range, etc. . They now they nerf so it will become a hassle to start Necro and keep playing it as the master won’t sell corpse parts anymore (locks the first skillpoint into Gather Corpse, strange way to do that).
Well, Corpse Tower is now more of a “CD” that you use to increase your damage than something passive, it seems.