Ball Lightning does 77.5% damage per hit wich makes it on par on the new NT on Elites/Whites
(Ball can still hit 3 times or more on "some" bosses wich will make it better than new NT on bosses)
Don't know about actual numbers - tooltip says it does 155% damage which is the same as NT.
Although it's not remotely clear from the tooltips themselves, BL's damage tooltip is calculated on a "two hits per target" assumption, whereas NT's damage is/was calculated on a "one hit per target" assumption. That's why the NT change is listed as a bugfix rather than just a change.
Prenerf, the primary thing I looked for in high level equipment was IAS because of the difference in dps, now there are more options and combinations to consider
The hardcore players and the gold farmers destroyed this game, now it became unplayable for me and other casual players because it takes forever to find good playable stuff, and this nonsense farming is just plain stupid. This game will lost 99% of it population in one year or even more
Agreed.
I think gold from drops/jars dropped about 10x for me. While repairs went up 5 times.
I don't give a shit about elite class balance, i'm pissed that they fucked up the core of the game... rewarding you for mindlessly killing shit. They need to roll back to the last patch as far as gold/drops are concerned.
I understand the reason they wanted to change the repair costs, but I think they did it the wrong way. They said it was to make graveyard zerg less of an option, but that would imply that they didn't want you to die and then rush to your death again over and over to whittle down champ/elite mobs. However, I do a single farming run and make no where near the funds I used to make due to playing a melee and getting hit all the time. Even without having a death I was playing like 30k, and I wasn't done with my farm run! It has almost cut my farming production in half (pure gold wise). They should of maybe had death's cost more durability. Same repair costs, but more of them for zerg meanwhile those who are not dying are not getting hit with this penalty as well.
-lowering the damage of the monsters in inferno is cancelled out by all the dps nerfs.
I agree with this as well. "We don't want people to feel the "need" to have to stack IAS". No one "needed" too. People choose too. They like to talk about how they want people to experiment and come up with their own builds, starts, etc, but everytime they nerf an overall stat you limit options. Any class could of had 2 stereotypical builds. One focused on big numbers (crit/crit dmg), and one focused around smaller numbers (Hit fast, but maybe not as much per hit as the other build but more hits). Nerfing a stat like IAS limits the later of those builds which limits viable options for other possible builds. It makes no sense to nerf something just because people choose to stack it. Whats next? If the majority of people start running around with 70k-80k Hps are they gonna nerf vitality? Where does it end?
We could theorize all day long, but until you actually play the new patch for at least a week you can't say if it's a good or bad patch.
From what I played today on my WD, without dying I had repair bills higher than I've had with several deaths, I can already say that they inflated repair costs insanely high. The loss of a lot of gold from destructables, OH AND ALSO DON'T FORGET, MF doesn't apply to chests anymore, is a huge let down. I'm also loving still only getting sub 60 rares in act 1 and act 2.
Sounds like they've done all of that and pushed people back to the way they want us all to play the game. Shouldn't complain really.
Well, that's the problem for a lot of people. Many people, myself included, enjoy finding OP leveling/farming spots, enjoy exploiting certain stats to gain a huge advantage. So for us, the game is less fun when it is focused on 'balance'. For us the nerfs make the game less enjoyable. For us, who enjoy these aspects of ARPG's, these kinds of changes don't make the game better.
It's not that one side is right or wrong necessarily, but when it comes down to it a game is all about having fun. Diablo is not an MMO, in our opinion it doesn't need balance. With enough time invested I want to break the game and become a god, mowing down everything in my path. So this is why we on't like these changes. That doesn't make every one of us whiners.
It's sad people get so excited about patches when they totally forget that this game should not have been this broken to begin with. Sure I can forgive oversights here and there but this is the first time I have played a Blizz game that felt more broken than polished. This is 2012, not Diablo 2, which mind you came out ages ago. And don't even try to defend Blizz cause they had/still have the resources, time and blueprints from previous games to make this game awesome.
Remember the old joke? I don't have to out run the lion, I just have to out run you. Blizzard doesn't have to please every consumer. They just need to please their customers better than other game companies. Call me a fanboy if you want but I still havn't find a game company that can produce better games than Blizzard. Wake me up when you find one.
The hardcore players and the gold farmers destroyed this game, now it became unplayable for me and other casual players because it takes forever to find good playable stuff, and this nonsense farming is just plain stupid. This game will lost 99% of it population in one year or even more
Just to let you know the hardcore people have never liked "casuals" to play inferno. They want inferno to be catered for elite players only and would repeatedly use names like "carebears", "noobs", etc. to describe player like you. Now with the inferno nerf, seemingly not enough to cater to the more casual players still and yet has angered the more hardcore/elite players.
I have always wondered if it is possible for Blizzard to please all their customers.
Any class could of had 2 stereotypical builds. One focused on big numbers (crit/crit dmg), and one focused around smaller numbers (Hit fast, but maybe not as much per hit as the other build but more hits). Nerfing a stat like IAS limits the later of those builds which limits viable options for other possible builds. It makes no sense to nerf something just because people choose to stack it. Whats next? If the majority of people start running around with 70k-80k Hps are they gonna nerf vitality? Where does it end?
Another point of view. Nerfing a stat like IAS does not limit it as a viable option when stacking it previously was a clear winner. Now instead of IAS being clearly better, crit change, crit damage and other stat are also "competitive".
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Although it's not remotely clear from the tooltips themselves, BL's damage tooltip is calculated on a "two hits per target" assumption, whereas NT's damage is/was calculated on a "one hit per target" assumption. That's why the NT change is listed as a bugfix rather than just a change.
Take rings for example (rough maxiumum stat):
Max crit chance 4%
Max crit damage 30%
Max IAS 15%
With my gear:
4% crit chance = 3560dps (1=890)
30% crit damage = 3270dps (1=109)
15% IAS = 6135dps (1=409)
7% IAS = 2863dps (nerf)
Prenerf, the primary thing I looked for in high level equipment was IAS because of the difference in dps, now there are more options and combinations to consider
Agreed.
I think gold from drops/jars dropped about 10x for me. While repairs went up 5 times.
I don't give a shit about elite class balance, i'm pissed that they fucked up the core of the game... rewarding you for mindlessly killing shit. They need to roll back to the last patch as far as gold/drops are concerned.
Oes noes they're taking away a cheesy farm and an OP ability, clearly this ruins the game.
I understand the reason they wanted to change the repair costs, but I think they did it the wrong way. They said it was to make graveyard zerg less of an option, but that would imply that they didn't want you to die and then rush to your death again over and over to whittle down champ/elite mobs. However, I do a single farming run and make no where near the funds I used to make due to playing a melee and getting hit all the time. Even without having a death I was playing like 30k, and I wasn't done with my farm run! It has almost cut my farming production in half (pure gold wise). They should of maybe had death's cost more durability. Same repair costs, but more of them for zerg meanwhile those who are not dying are not getting hit with this penalty as well.
I agree with this as well. "We don't want people to feel the "need" to have to stack IAS". No one "needed" too. People choose too. They like to talk about how they want people to experiment and come up with their own builds, starts, etc, but everytime they nerf an overall stat you limit options. Any class could of had 2 stereotypical builds. One focused on big numbers (crit/crit dmg), and one focused around smaller numbers (Hit fast, but maybe not as much per hit as the other build but more hits). Nerfing a stat like IAS limits the later of those builds which limits viable options for other possible builds. It makes no sense to nerf something just because people choose to stack it. Whats next? If the majority of people start running around with 70k-80k Hps are they gonna nerf vitality? Where does it end?
Repeat until broken gear and 0 gold
Sounds lame especially with nerfs to everything but pack loot
From what I played today on my WD, without dying I had repair bills higher than I've had with several deaths, I can already say that they inflated repair costs insanely high. The loss of a lot of gold from destructables, OH AND ALSO DON'T FORGET, MF doesn't apply to chests anymore, is a huge let down. I'm also loving still only getting sub 60 rares in act 1 and act 2.
Well, that's the problem for a lot of people. Many people, myself included, enjoy finding OP leveling/farming spots, enjoy exploiting certain stats to gain a huge advantage. So for us, the game is less fun when it is focused on 'balance'. For us the nerfs make the game less enjoyable. For us, who enjoy these aspects of ARPG's, these kinds of changes don't make the game better.
It's not that one side is right or wrong necessarily, but when it comes down to it a game is all about having fun. Diablo is not an MMO, in our opinion it doesn't need balance. With enough time invested I want to break the game and become a god, mowing down everything in my path. So this is why we on't like these changes. That doesn't make every one of us whiners.
Remember the old joke? I don't have to out run the lion, I just have to out run you. Blizzard doesn't have to please every consumer. They just need to please their customers better than other game companies. Call me a fanboy if you want but I still havn't find a game company that can produce better games than Blizzard. Wake me up when you find one.
Just to let you know the hardcore people have never liked "casuals" to play inferno. They want inferno to be catered for elite players only and would repeatedly use names like "carebears", "noobs", etc. to describe player like you. Now with the inferno nerf, seemingly not enough to cater to the more casual players still and yet has angered the more hardcore/elite players.
I have always wondered if it is possible for Blizzard to please all their customers.
Another point of view. Nerfing a stat like IAS does not limit it as a viable option when stacking it previously was a clear winner. Now instead of IAS being clearly better, crit change, crit damage and other stat are also "competitive".