Anyone playing with the sharpshooter (passive)/ envious blade mechanic? Might be interesting in a melee build.
Sharpshooter is good when you have bad gear, but the more CHC you get the worse it becomes. The passive got scrapped from basically any build back in Vanilla when people started to realize this.
Really dont like the position UE6 is in right now, to many forced pasives.
Dawn / zodiac are forced 70% dmg up time vs 200% dmg burst and 20% dmg increase or option to cube thundfury
2 set bonus of nat6 / shadow / marauder compared to UE6 is rather funny and disturbing why not make vengeance get every single rune change 1 of the runes to generator 1 disc per hit.
Ballistics could be rolled into every rocket firing skillset this pasive should be removed
They could add new armor piece that gives invigoration rune of and 1 of the preparation runes could reset cooldowns of skills rather then give discipline as rune.
Marauder i don't like at all either they can buff it as much they wan't but as long sentries only fire when you fire mobility sucks, compare it to grim reaper on witch doctor.
Call me crazy but considering position our class is in right now i'm probably gonna skip next season if they stop with testing changes right now or even testing new stuff.
On live i do gr60 under 13:14 with UE6 with same set no changes made copied to ptr i can do gr65 after having made changes and adding mainstat every item i can push towards 70 at 68 atm, i should be able to do 70 without any changes made from live tbh on live.
Keep in mind that they nerfed monsters hp in solo up to 3 players, so it's basically automatic to gain a few levels from that. It seems GR70 will be baseline for everyone next season.
If its baseline then they should nerf the tone down the classes or sets that obviously way ahead of it.
Baseline means anyone with just a little effort and not many hours of gameplay can reach it.
Think about GR 60 in current season - anyone with the correct build can tackle it, but people compelled to pushing reach much higher levels.
Double posting to avoid mixing considerations with the changes list.
Sets got buffed both in damage and survivability, nothing much to say here.
About generators: FINALLY. However people would still use the rune that gives more hatred back since generators damage has always been negligible. Generators should all give back the same amount of hatred, end.
About Shadows set: because you don't see anything in the list (apart the 4S/4M nerf making the build useless) it doesn't mean it's not considered. The issues the set has are not about damage or number tuning but about the playstyle and the way the involved skills work (Chakram, FoK, Impale) making it clunky to use while it's an awesome concept and many of us want to play it.
I expect more for the Shadows set the next updates.
Just cannot get into S6 at the moment, trash clears seem to take a long time.
Been testing the M6 again after getting a decent Manticore & Rucksack, while the ramp up time is still a concern - the durability from Zoey's belt & Wraps of Clarity makes it a more viable defensive playstyle again from a durability perspective where the previous iteration was just too squishy.
Shadow Set seems to have lost its edge against other sets atm.
It's a shame that with new buffs, Marauder and UE outperform the Shadow set with such ease.
Aquila Cuirass bonus is quite useless with the change, which bottlenecks the options for more survivability to Vengeance skill and having to reserve weapon slot to Dawn and armor slot to the new helm in cube. It was synergetic with Karlei's Point but now it seems impossible to maintain a high uptime with close to max resource requirement.
So in the end we won't have to strategize anything and just spam everything off cooldown and vengeance buffs will handle the rest, regardless of what build is selected..
Yeah the hyperfast lazer beams distract your impale shots visually and aiming becomes troublesome because of the animation with S6. Other builds don't suffer this little issue since UE is cone attack, MR6 sentries auto aim, and N6 completely aoe, can't say much about LoN variations but most seem to be relying on aoe skills.
In other words S6 needs smt more suitable to its natural playstyle than the frantic vengeance skill as a survival bonus..
As i said some posts above - Shadows set is receiveng the same feedback as the Sunwuko set for monks. On paper, numbers seem fine and we all knwo that we could run with it up to a certain point, and i expect that we could complete the s5 journey even with shadow set in current state (i don't expect last objectives go higher than GR70 and such).
The problem is that the set bonuses promote clunky playstyles that suffer from incredible inefficiency and in some cases contradictory mechanics. To fix this, they need to rework the bonuses and not just tune numbers as they've done with latest hotfixes.
I'll be playing marauder since i love cluster arrow or UE since it's a solid build anyway - this until Shadows set won't be fixed. And i expect at least that.
EDIT: i think i'll go for a non-standard fire/grenades build for Marauder, since now we have all generators streamlined. Maybe not the best effective but who cares, i'm not going for ladders
After testing S6 in Grifts for a long time now, I do think that they need to address the AoE issue with the set, but I hope that doesn't involve a complete rework. I really like S6 and the other sets are so boring/less involved in comparison imo.
-UE Multishot just blankets entire areas and requires no effort/skill to pull off really, there's nothing to learn or improve upon. Aim and Click, still a fun set, but not much to it.
-M6 you focus on making sure sentries are close by and that's about it. They will help blanket the entire area with what ever attack you want, and will auto aim and shot around corners for you. At least learning and improving upon sentry positioning is possible
-N6 I don't even like to talk about because IMO it is the absolute worst set they have released. The playstyle N6 promotes is dumb, the fact that N6/RoV doesn't even deal the damage its a legendary belt and sword that deals the damage is even worse then the playstyle, and strafe looks realllllllly stupid imo. The whole set, from looks too gameplay is just ugly and twisted if you ask me.
What they need to do to S6 is add in ways to make it deal AoE more easily, some involving active game play, others passive game play:
-Change Grim Reaper to a flat percentage of damage dealt to all enemies in 20 yards, that way its power is not diminished as you climb Grifts. Climbing grifts inevitably means larger packs of monsters because they take longer to kill.
-add in a legendary quiver that gives the first hit of impale a 50% chance to proc Area Damage
-Change Demons Demise to a sword
-Change Spike Trap so that every single rune rearms itself 3 times
-Add a shield/quiver that makes Spike Trap rearm itself 10 times
there's lots they could do for the set to make AoE easier to obtain.
Now this is gonna be an unpopular opinion, but I REALLLY hate how almost mandatory Vengeance has become. The skill looks incredibly stupid and is way to chaotic. It ruins my characters transmog appearance into ugly ass Nats 6 set, I really hate the horns on the helm and the way the cloak looks and the fact it completely negates the time I spent transmog my DH. The 40% multiplicative buff is great and all, but its making most other options completely pointless; they should either make our other damage buffs multiplicative (wolf, MFD, ect) or make Vengeance an additive buff. The new Helm and Dawn aren't helping either because the cube is also getting completely consumed by these items because of this skill, top it off with ORotZ just to keep the skill up even more. I really do not think it is healthy for the longevity of these sets/the demon hunter, we were already getting almost to many skills and items forced on to our char from these sets, but now vengeance too and vengeance is consuming all of our cube slots. There's lots I like about this patch and lots I really don't like.
-N6 I don't even like to talk about because IMO it is the absolute worst set they have released. The playstyle N6 promotes is dumb, the fact that N6/RoV doesn't even deal the damage its a legendary belt and sword that deals the damage is even worse then the playstyle, and strafe looks realllllllly stupid imo. The whole set, from looks too gameplay is just ugly and twisted if you ask me.
Now this is gonna be an unpopular opinion, but I REALLLY hate how almost mandatory Vengeance has become.
Just highlighted these two points.
I personally like Natalya set, but tbh i don't like much RoV, while i love Strafe. S1 i played with a melee Strafe/FoK/Shuriken cloud build which was a lot of fun to play for me - in my mind (before current Natalya set) this was the idea i had about what the Shadows set would have needed to be; the knives rune of FoK wouldn't have required a bow weapon, and the rest is known, with perma shadow power giving us the needed survivability to stay in melee.
I agree however that spin-to-win builds haven't a lot of dpeth in gameplay generally.
Agree fully with vengeance. As said above, i'm fine for it to be a core ability for a single set and Marauder imho is perfectly fit for it, both thematically and given the free cube/skill slots - i don't like the fact it's become a really powerful survivability and damage tool so good that every build has it now, while before it could be easily skipped.
I personally like Natalya set, but tbh i don't like much RoV, while i love Strafe. S1 i played with a melee Strafe/FoK/Shuriken cloud build which was a lot of fun to play for me - in my mind (before current Natalya set) this was the idea i had about what the Shadows set would have needed to be; the knives rune of FoK wouldn't have required a bow weapon, and the rest is known, with perma shadow power giving us the needed survivability to stay in melee.
I agree however that spin-to-win builds haven't a lot of dpeth in gameplay generally.
To each their own I know some people like N6, so I'd never request it get changed, I just hope S6 can stay the same as well. N6 does have some depths too it for a spin to win spec, I am genuinely impressed when people can pull off the whole strafe and EF between frames thing. The set does have lots to learn and master, I can't deny that. I just feel like if they fixed some things for Shadows Set it could be on par with other sets, just as fun, maybe more difficult, but a rewarding set in the end.
Reduced damage bonus from 250-300% to 80-100%. (12/1)
Fortress Ballista
Shield reduced from 4-5% to 2-3% (12/1)
I'm sad to see the FoK dagger nerfed, it was an awseome weapon but i assume that having it on builds different from Shadows set wasn't intended. I hope there will be a Shadows set rework that includes FoK so the dagger becomes again a good complementary item.
As for the ballista, iì'm not playing PTR recently but i have yet to see anyone using it.
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Newer focused feedback thread (specifically on Sets) on the Blizzard PTR forum - http://us.battle.net/d3/en/forum/topic/19892609581
Really dont like the position UE6 is in right now, to many forced pasives.
Dawn / zodiac are forced 70% dmg up time vs 200% dmg burst and 20% dmg increase or option to cube thundfury
2 set bonus of nat6 / shadow / marauder compared to UE6 is rather funny and disturbing why not make vengeance get every single rune change 1 of the runes to generator 1 disc per hit.
Ballistics could be rolled into every rocket firing skillset this pasive should be removed
They could add new armor piece that gives invigoration rune of and 1 of the preparation runes could reset cooldowns of skills rather then give discipline as rune.
Marauder i don't like at all either they can buff it as much they wan't but as long sentries only fire when you fire mobility sucks, compare it to grim reaper on witch doctor.
Call me crazy but considering position our class is in right now i'm probably gonna skip next season if they stop with testing changes right now or even testing new stuff.
On live i do gr60 under 13:14 with UE6 with same set no changes made copied to ptr i can do gr65 after having made changes and adding mainstat every item i can push towards 70 at 68 atm, i should be able to do 70 without any changes made from live tbh on live.
Keep in mind that they nerfed monsters hp in solo up to 3 players, so it's basically automatic to gain a few levels from that. It seems GR70 will be baseline for everyone next season.
If its baseline then they should nerf the tone down the classes or sets that obviously way ahead of it.
Think about GR 60 in current season - anyone with the correct build can tackle it, but people compelled to pushing reach much higher levels.
+ many other competencies up. (last PTR patch)
Adding the missing stuff:
Natalya’s Set
Double posting to avoid mixing considerations with the changes list.
Sets got buffed both in damage and survivability, nothing much to say here.
About generators: FINALLY. However people would still use the rune that gives more hatred back since generators damage has always been negligible. Generators should all give back the same amount of hatred, end.
About Shadows set: because you don't see anything in the list (apart the 4S/4M nerf making the build useless) it doesn't mean it's not considered. The issues the set has are not about damage or number tuning but about the playstyle and the way the involved skills work (Chakram, FoK, Impale) making it clunky to use while it's an awesome concept and many of us want to play it.
I expect more for the Shadows set the next updates.
Talking about the Shadow set playstyle, here's a sword & shield build I'm trying atm, which pushes the survivability to the extreme.
Anyway see for yourselves
https://youtu.be/o9yDEZPHlfI
You forgot skillset changes preperation invigoration gives 20 disc now
Demon Hunter
Really big buff for unhallowed from looks of it, can't wait to test it out to see how far can push now.
Just cannot get into S6 at the moment, trash clears seem to take a long time.
Been testing the M6 again after getting a decent Manticore & Rucksack, while the ramp up time is still a concern - the durability from Zoey's belt & Wraps of Clarity makes it a more viable defensive playstyle again from a durability perspective where the previous iteration was just too squishy.
Anyways going to try GR65 on PTR for feedback.
Shadow Set seems to have lost its edge against other sets atm.
It's a shame that with new buffs, Marauder and UE outperform the Shadow set with such ease.
Aquila Cuirass bonus is quite useless with the change, which bottlenecks the options for more survivability to Vengeance skill and having to reserve weapon slot to Dawn and armor slot to the new helm in cube. It was synergetic with Karlei's Point but now it seems impossible to maintain a high uptime with close to max resource requirement.
So in the end we won't have to strategize anything and just spam everything off cooldown and vengeance buffs will handle the rest, regardless of what build is selected..
Mah, i don't like this at all. I didn't like Aquila anyway, but now the bottleneck is too narrow.
I was happy to have perma Vengeance for marauder, but not for the other sets.
Yeah the hyperfast lazer beams distract your impale shots visually and aiming becomes troublesome because of the animation with S6. Other builds don't suffer this little issue since UE is cone attack, MR6 sentries auto aim, and N6 completely aoe, can't say much about LoN variations but most seem to be relying on aoe skills.
In other words S6 needs smt more suitable to its natural playstyle than the frantic vengeance skill as a survival bonus..
As i said some posts above - Shadows set is receiveng the same feedback as the Sunwuko set for monks. On paper, numbers seem fine and we all knwo that we could run with it up to a certain point, and i expect that we could complete the s5 journey even with shadow set in current state (i don't expect last objectives go higher than GR70 and such).
The problem is that the set bonuses promote clunky playstyles that suffer from incredible inefficiency and in some cases contradictory mechanics. To fix this, they need to rework the bonuses and not just tune numbers as they've done with latest hotfixes.
I'll be playing marauder since i love cluster arrow or UE since it's a solid build anyway - this until Shadows set won't be fixed. And i expect at least that.
EDIT: i think i'll go for a non-standard fire/grenades build for Marauder, since now we have all generators streamlined. Maybe not the best effective but who cares, i'm not going for ladders
EDIT2: here's a profile, final d3planner jhas been "updated" http://ptr.d3planner.com/180821342
After testing S6 in Grifts for a long time now, I do think that they need to address the AoE issue with the set, but I hope that doesn't involve a complete rework. I really like S6 and the other sets are so boring/less involved in comparison imo.
-UE Multishot just blankets entire areas and requires no effort/skill to pull off really, there's nothing to learn or improve upon. Aim and Click, still a fun set, but not much to it.
-M6 you focus on making sure sentries are close by and that's about it. They will help blanket the entire area with what ever attack you want, and will auto aim and shot around corners for you. At least learning and improving upon sentry positioning is possible
-N6 I don't even like to talk about because IMO it is the absolute worst set they have released. The playstyle N6 promotes is dumb, the fact that N6/RoV doesn't even deal the damage its a legendary belt and sword that deals the damage is even worse then the playstyle, and strafe looks realllllllly stupid imo. The whole set, from looks too gameplay is just ugly and twisted if you ask me.
What they need to do to S6 is add in ways to make it deal AoE more easily, some involving active game play, others passive game play:
-Change Grim Reaper to a flat percentage of damage dealt to all enemies in 20 yards, that way its power is not diminished as you climb Grifts. Climbing grifts inevitably means larger packs of monsters because they take longer to kill.
-add in a legendary quiver that gives the first hit of impale a 50% chance to proc Area Damage
-Change Demons Demise to a sword
-Change Spike Trap so that every single rune rearms itself 3 times
-Add a shield/quiver that makes Spike Trap rearm itself 10 times
there's lots they could do for the set to make AoE easier to obtain.
Now this is gonna be an unpopular opinion, but I REALLLY hate how almost mandatory Vengeance has become. The skill looks incredibly stupid and is way to chaotic. It ruins my characters transmog appearance into ugly ass Nats 6 set, I really hate the horns on the helm and the way the cloak looks and the fact it completely negates the time I spent transmog my DH. The 40% multiplicative buff is great and all, but its making most other options completely pointless; they should either make our other damage buffs multiplicative (wolf, MFD, ect) or make Vengeance an additive buff. The new Helm and Dawn aren't helping either because the cube is also getting completely consumed by these items because of this skill, top it off with ORotZ just to keep the skill up even more. I really do not think it is healthy for the longevity of these sets/the demon hunter, we were already getting almost to many skills and items forced on to our char from these sets, but now vengeance too and vengeance is consuming all of our cube slots. There's lots I like about this patch and lots I really don't like.
http://us.battle.net/d3/en/profile/TastySouP-1157/career
I personally like Natalya set, but tbh i don't like much RoV, while i love Strafe. S1 i played with a melee Strafe/FoK/Shuriken cloud build which was a lot of fun to play for me - in my mind (before current Natalya set) this was the idea i had about what the Shadows set would have needed to be; the knives rune of FoK wouldn't have required a bow weapon, and the rest is known, with perma shadow power giving us the needed survivability to stay in melee.
I agree however that spin-to-win builds haven't a lot of dpeth in gameplay generally.
Agree fully with vengeance. As said above, i'm fine for it to be a core ability for a single set and Marauder imho is perfectly fit for it, both thematically and given the free cube/skill slots - i don't like the fact it's become a really powerful survivability and damage tool so good that every build has it now, while before it could be easily skipped.
http://us.battle.net/d3/en/profile/TastySouP-1157/career
Latest hotfixes:
I'm sad to see the FoK dagger nerfed, it was an awseome weapon but i assume that having it on builds different from Shadows set wasn't intended. I hope there will be a Shadows set rework that includes FoK so the dagger becomes again a good complementary item.
As for the ballista, iì'm not playing PTR recently but i have yet to see anyone using it.