Originally Posted by
Rucati
It shows relative strength, so yes it's a decent measurement. Monks are good at dealing burst damage, but not burst in the opener like every other DPS class, this forces Monks to play with RShamans because they're the only healer that can consistently heal through heavy damage, especially on a Monk.
What is everything exactly? They bring stuns, heavy burst, decent sustained damage, a short CC, and they're squishy. Compare that to any other melee, a DK brings stuns, heavy burst, strong sustained damage, they're good survivability, can break multiple CCs, and Death Grip to mess with positioning. Warriors bring stuns, heavy burst, strong sustained damage, fear CC with a long CD, and strong survivability, and can break fear (the most common CC) every 30 seconds so they have high up time. Rogues bring tons of stuns, high burst, pretty mediocre sustained, absurdly good peels, and although they're squishy when out of CDs they have a lot of CC skills and are very slippery.
Monks have to sit in tons of CC, they have two trinkets sure, but they'll easily die in a stun so they need to save a trinket for that against most burst teams. Their uptime is usually lower than other classes, and they completely rely on crits. A 170k Rising Sun Kick could easily win a game, but a DK doing constant pressure all game is going to be far more consistent.
They are still weak, there's no two ways around that, they work in 3 comps (SPriest/Rsham/Monk, Lock/Rsham/Monk, and Hunter/Rsham/Monk) and outside of that their CC either DRs everyone elses, or they die instantly because their team lacks peels.