There were 30-50 AC items in virtually every slot for monks, plus a few absurd items like the tradeable barb leggings with 60 AC, 100 HP. That's what caused the problem. The idea behind the nerf was very reasonable: monks already had two strong roles, so allowing them to fulfill a third was too much. It was just poorly implemented and affected the wrong demographic, leaving the monks with the gear to tank largely untouched while nerfing the average-geared ones. If they had coded it correctly, this nerf would have been both warranted and reasonable.
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