Ok
The main issue that I have made a conclusion on is attributes/scaling
- Having to throw allocation points in agility to make flying kick useful is a bad idea. Why not make it scale with strength, both the damage and the range
- Disciple's healing scaling is very bad, as @malikdanab pointed out in a different thread the heals of disciple are heavily out scaled by the heals of the other healer specializations. For example, in a thread I commented on earlier this guy had 40 wisdom on disciple and his fist of jin was only healing 20 per hit, while I have 20 wisdom mine heals me for 16 per hit. Not exactly worth the 20 points
Forcepull/push
- It has been discussed before that forcepull/push should only scale off of intellect and do magic damage
- Right now disciple only has one magic damage skill (I think) and it makes it fairly hard to kill heavily armored targets; making forcepull/push do magic damage helps this.
Ironfist
- Honestly, such a pointless skill--very counter productive. If you use it in hopes of slowing someone that you are chasing you not only knock them away but the slow is so weak and does not last long enough to compensate for the knock back
- Simply needs a buff
Chakra
- In my opinion you need to put too many points into wisdom to be able to debuff the stronger effects like nausea and fire (20 points in wisdom to get to those two)
There is my 2 cents and remember that I am not saying to buff all of these things, one buff might help deal with another and so on so forth. I will most likely add more to this post after wards
These will not really get to the actual issue behind disciple. People are forced to spread their attributes in everything except charisma and because Disciple is a hybrid I think it needs some attribute changes (and a few other buffs)