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Keeper Klan Forum > Creatures > Monk



Title: Monk
Description: CREATURE DISCUSSION


muhfish - June 29, 2008 09:19 PM (GMT)
Ctreature statistics:
Health:Average
Hit points: above average
Attack: Pretty low
Armor: pitiful
speed: average

The monk is the medic of the heroes. He has heal, which heals a certain creature in need, and pray, which is an area effect heal. He also carries a couple of buff on him to give to others. He is the ideal support unit. He does not have any ranged attacks, but can pack a decent punch in melee.

This guy is definatly not the one-on-one person you want. However, he has bonus attacks against undead, and can banish vampires for good.

He probably should piss off a lot of creatures when converted, namely the vampire, ghost, skele, necromancer, orc, and horned reaper. He can research too, but not as well as the warlock or wizard.

Blue_eagle - June 30, 2008 12:33 AM (GMT)
What's the difference between health and hit points in those stats?

My idea for monk attacks:

Birth/Level 1
Punch
Punches the enemy, causes mild melee damage.

Level 2
Heal
The monk heals himself, restores about 25% of total health or until fully recovered if already above 75% healthy.

Level 5
Pray
An area recovery, heals 25% of total health (or until fully recovered if already above 75% healthy) of every friendly creature on the same tile.

Level 7
Curse
Places a curse on an enemy, this stops the enemy using heal and similar moves for about 60 seconds.

Level 10
Banish
Kills all undead creatures on the same tile, there should be a long cool-down time.

MrElusive - June 30, 2008 02:12 AM (GMT)
I think that's pretty much perfect. Oh and yeah, Hit-points and Health are the same thing just so you know :P For heal i was thinking more of 33% heal than 25% though... but that's just my personal preference. I figure 25% won't do much when your in a big battle against lvl8 black knights or something.

Also did you mean 25% hp of the creature being healed, or 25% of the monk's worth in hp? On that note maybe it would be better to to do it based on actual hp than a percentage of total hp? Like... a lvl10 monk being able to heal a lvl creature to 100% with just one heal. Makes more sense when you think about it but precise details on how much should probably decided later i supposed.

About pray, maybe we should call it something different as it might be ambiguous when you could be talking about praying in the temple. Perhaps something simple like Grand Heal or something?

As for Banish maybe it could be called something more specifically anti-undead like.. Exorcism eh?

muhfish - June 30, 2008 03:16 AM (GMT)
oh dude. that was weird. I was totaly out of it when i wrote that.

yeah the hit points should be above average. but only slightly. This is so he can fend for himself for at least a small time.

Dilas - June 30, 2008 08:56 PM (GMT)
Curse? Why CURSE! He's a goodly man who is better as a melee anti-vampire buff/heal supporter.

Curse doesn't really fit him. It's a bit darker and may fit a witch or shaman, but not a Monk.

Instead, monks are healers. Starting with heal, a possessed monk can choose to cast it on an ally by clicking the mouse to heal the selected target, or click the command number that activates heal while its selected to heal himself.

In any case, a blessing magic that raises accuracy and dodging skills that can boost a small area very slightly would be nice.

In Dk2, monks were too good. They had the stun duration of a Goblin, the HP of a Vampire, uncomparable support skills, and the paycheck of a firefly. Converted monks wouldn't run your gold dry as a level 10 monk has the same paycheck as a lvl 1 Black Knight.


In any case, he should be one of the best buff units a keeper can convert who can research at a level just below the Vampire and Priestess, and have the desire to pray for mana without being either told to or being upset enough to pray up some cheer.

psycix - July 1, 2008 11:51 AM (GMT)
Level 7
Curse
Places a curse on an enemy, this stops the enemy using heal and similar moves for about 60 seconds.

60 seconds is way too long.


Level 10
Banish
Kills all undead creatures on the same tile, there should be a long cool-down time.

Overpowered. Just have him deal extra damage against undeads and ofcourse, kill vampires without letting them resurrect.

He would also get the "Protection" spell.

QUOTE
Ctreature statistics:
Health:Average
Hit points: above average
Attack: Pretty low
Armor: pitiful
speed: average

Health AND hitpoints?!?!
What about this:
HP:Average
Armor:Low
Attack:Mid-low
Dexterity:Mid-low
Speed:Normal

Blue_eagle - July 2, 2008 02:25 AM (GMT)
QUOTE (psycix @ Jul 1 2008, 11:51 AM)
Level 7
Curse
Places a curse on an enemy, this stops the enemy using heal and similar moves for about 60 seconds.

60 seconds is way too long.


Level 10
Banish
Kills all undead creatures on the same tile, there should be a long cool-down time.

Overpowered. Just have him deal extra damage against undeads and ofcourse, kill vampires without letting them resurrect.

He would also get the "Protection" spell.

That is a good point about the curse time, maybe 30 seconds?

Should banish only kill Vampires and do moderate damage to other undead creatures, with a long cool-down time?

How effective do you think his protection spell should be, also how long would it last?

muhfish - July 2, 2008 03:22 AM (GMT)
I have some mixed feelings about banish. On one hand, its definatly a way to handicap undead monsters, what with them being so easy to produce. But on the other hand, it might render the undead assult tactic useless. Maybe just an extremely high damaging attack versus undead?

Or instead, just have a passive bonus attack against undead units.

MrElusive - July 2, 2008 03:47 AM (GMT)
.. thereby bringing up a good point. Considering, as muhfish said, how effortless it is to make undead, also considering how easy they are to kill (being essentially cannon-fodder creatures), maybe Banish would render them entirely useless, instead of killing them, maybe it should "stun" them or something? Or yeah.. passive bonus against undead?

Dilas - July 2, 2008 04:05 AM (GMT)
I dont think monks should be so undead counter heavy. Banish really doesn't make much sense. Their ability to prevent vampire or skeletal necromancer ressurections should be more than enough reason to convert Monks.


Of course, there should be some Anti-undead minions as well for when heroes aren't available.

Chagui - July 2, 2008 04:23 AM (GMT)
pray is overpowered, banish is overpowered
You just cant make a spell to kill instantly an enemy.
Give them a passive bonus to attack or something, but lets not make a killing spell.

MrElusive - July 2, 2008 07:04 AM (GMT)
i suppose that makes sense coz their so powerful against vamps already that killing em instantly kinda throws that away. At any rate i think he should have some kind of advantage over ALL undead, rather than just vamps.

I'm not sure about pray being overpowered though. Maybe if it healed 20% of total hp instead of 25%, then it would be fair. As Blue states, it heals only on the SAME tile that the monk is on, and considering that there maybe about only 3 creatures on the same tile at any one time, the cooldown would have to be representative of that and maybe be about 5 times as long as normal heal cooldown.

psycix - July 2, 2008 10:12 PM (GMT)
But no insta-kill attack. Thats just stupid.

Blue_eagle - July 4, 2008 01:09 AM (GMT)
I'm noticing that people are wanting the Monk to be very supportive with practically non-existent offensive skills. The banish move killing creatures looks overpowered with a second look considering there may be three or four vampires on that tile and they may even be level 10.

How about this:

Birth/Level 1
Punch
Punches the enemy, causes mild melee damage.

Level 2
Heal
The monk heals himself, restores about 25% of total health or until fully recovered if already above 75% healthy.

Level 5
Divine Protection
This raises the defence of friendly creatures in a 3*3 tile area (stats need to be decided for this) for 30 seconds, there should be a long cool-down time

Level 7
Pray
An area recovery, heals 20% of total health (or until fully recovered if already above 75% healthy) of every friendly creature on the same tile.

Level 8
Curse
Places a curse on an enemy, this stops the enemy using heal and similar moves including pray for about 30 seconds.

Level 10
Banish
Causes moderate non-element-specific magic damage to undead creatures on the same tile, if Vampires are killed by this attack they may not resurrect

MrElusive - July 4, 2008 02:11 PM (GMT)
divine protection and the other spells below should probably also have long cooldowns, especially pray as otherwise you might as well not use heal if your with more than 1 guy in that group. 30 seconds is a pretty long time when you consider how short battles last and so maybe it might be better doing 15-20 seconds for cursing and protection?

DzjeeAr - July 4, 2008 05:45 PM (GMT)
I would say it like this: Any spell or attack classified as "holy" deals double the damage to undead targets. Also, vampires that have been attacked in the last 60 seconds before they die by an attack or spell clasified as "holy" die permanently.

As such, a Paladin's and Monk's (and priestess' ?) basic melee attacks would standardly be classified as holy attacks.




It is important to ask wether or not there will be a holy priestesses as well, and then decide which spells each of the two get? Such as, which of the two will be able to resurrect fallen heroes?

Actually, various buff spells need to be distributed between 3 regular hero units: paladins, monks, and priestesses.

Buff spells like Mass Heal, Mass Armor, and Resurrection.

Perhaps a list should be made first before determining which hero focusses more likely on what?


MrElusive - July 5, 2008 05:21 AM (GMT)
resurrection will be way too overkill unless it brings back "unconscious" enemies rather than dead one, and only brings them back to 5% hp (enough for you to grab them and stick em in their lair so they heal up).

DzjeeAr - July 5, 2008 09:44 AM (GMT)
I don't think it would be overkill. Powerfull and usefull, yes, but not overkill.

For one, it would have a long cooldown.

for another, it should only target heroes, not your own creaturs. Corpses do rot away, so from that moment on you wouldn't be able to ressurect them anymor either.

Third, it cannot be used during combat, obviously... So if you just make sure the hero that resurrects is killed, no sweat. If not, well, you'll just be dealing with 1 more enemy hero, or two, depending how much time you allow to elapse before you kill them.

It would be a nice addition.

MrElusive - July 5, 2008 01:37 PM (GMT)
heroes only, i don't see how that would work well simply coz if by resurrecting a hero, you turn them to your side, that automatically undermines the entire purpose of the Torture Chamber, making it completely and utterly useless and unnecessary. You should only be able to resurrect your own units and, like i said, only so that they have about 5% to start with when they get resurrected.

Otherwise your level 10 elite dark angel or whatever could die and you could bring him back for no cost what-so-ever.

psycix - July 5, 2008 02:20 PM (GMT)
Make the resurrection casing process take like 10 or 15 seconds, if the monk is attacked while casting, the spell is canceled.
During the casting the monk should have a very high "taunting" level so many creatures will try to attack him.

MrElusive - July 5, 2008 03:37 PM (GMT)
hmmmmmmmm that could work quite well too. It would be akin to the "casting time" mechanism in other RPG's as well just nox for instance. When the spell is cancelled i would also recommend perhaps making it so that the monk has to wait the entire duration of the cooldown for that spell too. That way you can't keep trying to cast resurrection after every hit per se. If you fail the first time coz you let someone get too close, too bad.

DzjeeAr - July 6, 2008 12:53 AM (GMT)
Which is not an issue since the spell isn't used - obviously - when enemy creatures are nearby.


Ehhh, it could work, but I personally favour sticking with the Dk instant-cast mechanism.

muhfish - July 6, 2008 03:56 AM (GMT)
QUOTE
It is important to ask wether or not there will be a holy priestesses as well, and then decide which spells each of the two get? Such as, which of the two will be able to resurrect fallen heroes?

Actually, various buff spells need to be distributed between 3 regular hero units: paladins, monks, and priestesses.

Buff spells like Mass Heal, Mass Armor, and Resurrection.

Perhaps a list should be made first before determining which hero focusses more likely on what?



I think the paladin is more of a tough melee fighter, but can heal a bit too. the monk is a total healing type of guy, which makes sense, as he is supposed to be selfless.

I never imagined the priestess as being a holy person. I don't really think she should be included, but if she is, I would think of her as more of a curse unit.

Madkill - July 6, 2008 04:01 AM (GMT)
just as a side -off thing, saying Holy Priestess is a bit silly.
There are only Holy Preists in general so why add 'Holy' to it?

Still don't think Paladin is a good idea but need to find a thread on it.




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