There are issues with every class that can be addressed, and will be addressed in time. We have to prioritize the issues and make sure that the changes we make fit into what a class should be. I really wish we could avoid the “My class deserved to be enhanced more than that class” arguments, but I suppose a certain number of them are unavoidable.
The change with monks was technically a bug fix, as they were *always supposed to be* the masters of melee damage. The options available to us to correct this oversight were to either nerf everyone else and leave the monk untouched, or elevate the monk class. We found tha we could do so without unduly unbalacing the entire game, and we’re fairly confident we're doing the right thing here.
We’ve used the phrase “always supposed to be” before when explaining our position on other issues. We use it when fixing bugs or oversights where something is overpowered (nerfing), and we use it when fixing bugs or oversights where something is underpowered (enhancing). We don’t make changes to the game just to “throw someone a bone”, and this change was not compensation for the Feign Death fix, which we still stand behind. This change stands on its own to correct the singular problem where monks weren’t doing enough damage.
-Gordon
Is that the burning rapier you are speaking of? The proc on that weapon should be fixed in the next patch by the way.
-Gordon