Quarterstaff/Monk skills too janky

1. Palm skills take too long to wind up. They break the flow of combat and just generally feel bad to use for the (lack of) effect they have.

At this point people will do just about anything to avoid using Killing Palm, going as far as to reduce dps to do electrocution to acquire frenzy charge and convert it to power charge via Resonance.

Killing Palm really needs instant cast or close to it to even be worth taking up a gem slot beyond very early game where nothing else is available for generating power charge. Because the stronger the player's build is, the less likely a monster will be left alive for culling to get Power Charge. Or worse-another player took the kill or user gets stunned during windup.
Without culling, the skill is just dead weight as a not-trash build probably did way more %hp of monster in damage during the wind-up time than culling threshold.

Same goes for Staggering Palm.
There is already very few reasons to use it(can use it to get a heavy stun which can turn into armor break + explosion via support gems; but that's just for looks as the real dps skills are doing mostly elemental damage, and people will probably stun the boss faster by keep attacking rather than pausing for palmstrike).

Comparing the palm skills to Siphoning Strike and the difference is staggering(pun). That's actually used sometimes because of bosses and the fact that there is very little wind-up time. It has a rather lengthy recovery time instead; Killing Palm should be more similar to that(have recovery time and/or cooldown).


Hand of Chayula is kind of fine with long wind up time since it's for applying debuff(typically at beginning of combat).

2. Charged Staff having an animation feels awkward especially during the recovery animation of Siphoning Strike.
As if the Bell wasn't enough interruption of combo(tempest flurry, probably) already...Charged Staff isn't exactly spammable(needs Power Charge) so maybe it could just not have a cast animation(or at least let it avoid doing the animation during the recovery animation of Siphoning Strike, so the combat flows much better).

Think of it like lightsaber that can be turned on/off during a swing(the thing star wars was missing forever) instead of doing an awkward pose just to press a button.
Last edited by CharAznable#7844 on Dec 15, 2024, 9:20:18 AM
Last bumped on Dec 15, 2024, 9:52:27 AM
While I disagree that Charged Staff feels janky(I think it's fine, personally and haven't ever had any issues with it), I agree completely that all the palm/unarmed strikes of Monk feel really bad. They aren't fun to use, are slow, too much wind up. They completely interrupt the smooth flow of the staff abilities imo.

I try to avoid using them because they just don't flow well with the rest of the weapon.
"
While I disagree that Charged Staff feels janky(I think it's fine, personally and haven't ever had any issues with it), I agree completely that all the palm/unarmed strikes of Monk feel really bad. They aren't fun to use, are slow, too much wind up. They completely interrupt the smooth flow of the staff abilities imo.

I try to avoid using them because they just don't flow well with the rest of the weapon.
It's less janky if you have 30s+ uptime, which is why that's a secondary issue compared to palm skills. It's only awkward because you can do it once off a 2charge+1 siphon and just melt the boss before it expires.
Last edited by CharAznable#7844 on Dec 15, 2024, 9:13:04 AM
I think charged staff is acceptable but the others you're 100% right. Monk just feels like shit to play because of the skill flow

Report Forum Post

Report Account:

Report Type

Additional Info