I don't get monk class design right now and I think a huge part of it is that they don't have an independent mechanic as a melee class.
The melee classes are:
- bard (jack of all trades, spells during movement and no lost melee rounds but also not great melee dps, good procs, not a terrible tank)
- rogue (assassin type, single target burst dps, can't tank so has some evade buttons)
- ranger (long ranged, reagent dependent sustained DPS, pinch of offtanking and a dash of druid utility)
- beastlord (imo currently the class with the absolute worst design in game but I guess a fighter with shaman utility and a pet with dps procs, and grossly overrated buffs)
- monk
Ignoring bard, the former two classes are your chain DPS, the latter two are your leather dps. One of the chain DPS should be able to tank decently in the absence of a tank class and one of the leather DPS should be able to tank decently. This makes sense.
Monks need an independent DPS mechanic. FD is not a class defining trait for them for them in the same vein Tracking is not enough for Rangers. I think the DPS mechanic should be close ranged AE damage with their auto attacks. Keep the stamina resource mechanic and use it for their buttons. Those buttons should each be AE attacks that have an unresistable thematic effect as long as the attack itself lands. One AE lifetap, one AE stun, one AE nuke, one AE "jolt", so on and so forth. All of these should scale with level in way that makes them effective throughout the tiers. "Blue gem" if you will. Their tanking ability should be dependent on avoidance, not mitigation (rangers), so if and when they do actually get hit, they get hit hard, and if they can't avoid getting hit, then they can FD. For that matter, FD success rate should be much higher across the board. Now monks have a vision. While rogues and rangers focus their high dps on one target while the tank tanks, the monk is systematically brutalizing the whole pack of mobs from the back. If he pulls agro, he can offtank til the heals come, he can "jolt" punch, the mob dies, or the tank pulls it off. If all else fails, he FDs and then hops right back in.
I think it's silly to theme ideal monk dps around h2h too. They should get a bonus for using fists, certainly, but not be handicapped otherwise. The weapon swapping thing makes no sense. You can just take MNK off certain types of weapons or put them onto others if it's really a thing.
This is my idea.