Would ask the Devs here, to pelase Implement at least one of the Following Changes to the Monk Class:
- Incresed Range on Double Punch, Handknife skills, so Monks can hit multiple enemies a bit easier (as they invest in incresed AoE atack ratio)
- 1X Overheatable Handknife, Palm Strike (so Monks can become damage dealers, compared to the Hoplites for example)
- Monks Skills Scales with both Main-Hand and Secondary-Weapon Damage, so do the Bleed Dot Benefits from both weapons damage. It is Proportional: 40% of the Damage dealt with Palm Strike / Tick (if you crit with Palm strike, the Bleeding damage will allso be higher)
- Bugfix1: Bleeding effect now applied to every enemies hit with Palm strike
- Monks’ skills’ procs additional elemental, or ‘on hit’ effects, such: Additional Eath elemental damage from the Cafrisun set, or the Sacraments’ Additional atack bonus.
- Bugfix2: Sacrament buff Now Properly Stays on us whenewer we change areas, or Channels, till its timer runs out.
- Showing the Defence reduction bonuses with Numbers for the Deprotected zone, as we Use the Attribute: Deprotected zone: Enhance
- Increased Range (area) for Deprotected Zone.
- Healing skill have tilesets for its circles, we can select predefined shapes, that we can use on the field, just by pressing Heals’ Hotkey.
If you would implement all of theese Changes mentioned above, the Monk would turn into a really satisfing character to play, because now, it is underwhelming.
Edit: Tested the effects of Sacrament again with skills, you right, it does not Proc the additional +40 Holy damage on skills, only the +40 Physical damage bonus on the Monks Skills, that is calculated with the actual physical damage of the skill itself + the STR bonus and it can crit along with thoose (till we change zone, or channel)
The Bug is still in the game, we lose the bonus damage of Sacrament as we change Zones or Channels, while the timer is still ticking in the corner.