Blablabla monk feels clunky blablabla buffs
I have two options to suggest for those, specifically.
1- Their Ki-enhanced effect can now also be used from melee range. I've always found the need to take some range to be able to use these skills needlessly clunky, and honestly quite awkward, since they're quite mediocre if not backed up by Ki, as most tools from the class are. You pretty much -need- to get out of melee range to make good use of them.
This one'd be the simpler option I believe everyone could unanimously agree with.
2- Their melee variant specifically would instead turn into a basic attack, that would also apply the skill's effects if backed up by the necessary amount of Ki.
I tend to slightly gravitate towards this option myself since I'm frankly just slightly biased towards basic attacking, and I believe it'd give Monk basic attackers some more tools to work with, since MA who want to set themselves into that archetype are pretty much pigeon-held into the class.
Maybe Terra Strike could also get to inflict something slightly more useful than Slow, though it's already a fairly useful skill as is.
Make the extra Sound hits count as bonus damage. It's a pretty good skill aside from that.
And maybe make it so if you directly cause a collision between your target and another enemy, the latter is also subject to the attack- though I won't really push that one.
A 2 round cooldown is probably long overdue, though in exchange the skill could get the slightest compensation of spending SP into it actually being worthwhile, since what we get right now's the slightest FP reduction. (From 30 at rank 1 to 22 at rank 3)
This one kinda blows. Like, it really blows. Even if you specifically build with it in mind, you'll be getting mediocre results at best.
Just make it give bonus healing equal to your current Ki X 2, or 1.5, in exchange of a cooldown. I don't really think anyone'd be angry about that, since it's just some single target healing skill.
If you reach 30 Ki under Ki Awoken, this activates without needing to use PU. That'd be neat.
One of the elephants in the room. A dedicated Monk will every so often have to use that skill right in the middle of an engagement just so their skills can be up to standards, since while the effects of Ki-enhanced skills are pretty good, their main issue is that they're nearly worthless without that same resource.
For every M point spent, your Ki recovery through the Spirituality Innate will be amped up for the next 6 turns by that same amount, capping at 5 extra Ki per round. (It could just not cap, I'd also be fine with that)
This doesn't exactly fix the issue, though it would in my opinion make the experience a lot more smoother.
If 5 Momentum or more is spent on Power Up, opponents within 2 range will also be knocked down. Or take damage. Either'd be good.
This one is for the same reason as my Power Up suggestion. Monk skills are often worthless without Ki, and you often have to spend an entire turn at the beginning of the fight and then some more in the middle of an engagement just to keep them useful.
This mostly'd make it so a Monk would be ready to provide from the get-go, while their stronger skills are still locked behind some more Ki.
The other elephant in the room. Just....Cap the loss of HP to 10% per turn. That'd be it, probably.
Terra Strike / Dragon Gale
I have two options to suggest for those, specifically.
1- Their Ki-enhanced effect can now also be used from melee range. I've always found the need to take some range to be able to use these skills needlessly clunky, and honestly quite awkward, since they're quite mediocre if not backed up by Ki, as most tools from the class are. You pretty much -need- to get out of melee range to make good use of them.
This one'd be the simpler option I believe everyone could unanimously agree with.
2- Their melee variant specifically would instead turn into a basic attack, that would also apply the skill's effects if backed up by the necessary amount of Ki.
I tend to slightly gravitate towards this option myself since I'm frankly just slightly biased towards basic attacking, and I believe it'd give Monk basic attackers some more tools to work with, since MA who want to set themselves into that archetype are pretty much pigeon-held into the class.
Maybe Terra Strike could also get to inflict something slightly more useful than Slow, though it's already a fairly useful skill as is.
Dense Thunder
Make the extra Sound hits count as bonus damage. It's a pretty good skill aside from that.
And maybe make it so if you directly cause a collision between your target and another enemy, the latter is also subject to the attack- though I won't really push that one.
Body of Isesip
A 2 round cooldown is probably long overdue, though in exchange the skill could get the slightest compensation of spending SP into it actually being worthwhile, since what we get right now's the slightest FP reduction. (From 30 at rank 1 to 22 at rank 3)
Aid(s)
This one kinda blows. Like, it really blows. Even if you specifically build with it in mind, you'll be getting mediocre results at best.
Just make it give bonus healing equal to your current Ki X 2, or 1.5, in exchange of a cooldown. I don't really think anyone'd be angry about that, since it's just some single target healing skill.
Golden Glow
If you reach 30 Ki under Ki Awoken, this activates without needing to use PU. That'd be neat.
Power Up
One of the elephants in the room. A dedicated Monk will every so often have to use that skill right in the middle of an engagement just so their skills can be up to standards, since while the effects of Ki-enhanced skills are pretty good, their main issue is that they're nearly worthless without that same resource.
For every M point spent, your Ki recovery through the Spirituality Innate will be amped up for the next 6 turns by that same amount, capping at 5 extra Ki per round. (It could just not cap, I'd also be fine with that)
This doesn't exactly fix the issue, though it would in my opinion make the experience a lot more smoother.
Power Impact
If 5 Momentum or more is spent on Power Up, opponents within 2 range will also be knocked down. Or take damage. Either'd be good.
Sun Flare
You get to start the fight with 5 extra Ki per Spirituality rank on-top of it's existing effect, doubled against monsters. (maybe)This one is also pretty fine, but horribly expensive for what it is. Maybe lower the cost of the effect to 10 Ki.
Spirituality
This one is for the same reason as my Power Up suggestion. Monk skills are often worthless without Ki, and you often have to spend an entire turn at the beginning of the fight and then some more in the middle of an engagement just to keep them useful.
This mostly'd make it so a Monk would be ready to provide from the get-go, while their stronger skills are still locked behind some more Ki.
Ki Awoken
The other elephant in the room. Just....Cap the loss of HP to 10% per turn. That'd be it, probably.
066: Birth of the Robot Emperor