garrbear758 wrote: Mon Nov 08, 2021 3:34 pm Haste is dispellable. Blinding speed has a cooldown. Monks are virtually impossible to escape from or to catch if they are running away. The only other class like that is shadowdancer with HiPS which I've said before is being removed when we rework the class. The rules of engagement for monks are very different than any other class because a well played monk is never going to die, and that sometimes carries over to their rp, consciously or not. Anyone choosing to fight another player should have to weigh the consequence that their actions could lead to their own death, and that lack of commitment makes some classes have an ability to control their own narrative with little consequence and that is not what arelith is about.
I appreciate these answers, but offer some quibbling.garrbear758 wrote: Mon Nov 08, 2021 5:51 pm We’re discussing bringing it back up in a scaling manner based on monk levels, but it won’t be to 150. Probably start at 110 and go to 125 at 30 monk, but it’s not set in stone and I wouldn’t expect any higher than that.
While monks do indeed have an advantage in mobility, that advantage has been a staple of the class in DnD certainly in 3.5 and even through 5.0. I just don't think dropping it is the answer, especially when the game supplies counters to which the staff has added generously over the years. I don't mean to be pedantic, but movement can be slowed or even arrested by anything that induces a movement speed reduction or a relevant status (prone, stun, paralysis, etc.) We have tons of these in game, some of which are saveless and/or ignore spell resistance. The staggering amount of spells that come to play here cannot be ignored and here it helps to count not only the obvious (entangle, web, spike growth, vine mine, Bigby's, etc.) but also the less so (acid fog, great thunderclap, hellball, etc.).
I do think its interesting we seem to be moving in the direction of an movement action economy, but I think your description of monks and shadowdancers as unkillable is hyperbole. Even skilled players who have faced people that know what they are doing with the tools on the table, even as they are now, can and do lose.
[[[Edit: D'oh, points already made by others, but I second them anyway.]]]
Not to start a separate rant here, but I am much more worried about new warlock as the pinnacle of the movement action economy, especially Feylock, which comes armed to the teeth with infinite disablers AND infinite haste.
Also, blinding speed is on a cooldown, except when its not. Rogue 30 for life!