Elites not being nerfed as hard?

  • #1
    I looked over the notes several times to see if i missed anything, but I don't think I did. Originally the elites were going to get a 25% health nerf and regulars a 25% buff to shrink the difficulty gap, but all I found on this earlier assumption was:
    • Act I
      • Elite monster health reduced by 11%
    • Act II
      • Normal monster health increased by 4%
      • Elite monster health reduced by 8%
      • Overall damage done by all monsters reduced by 8%
    • Act III and Act IV
      • Normal monster health increased by 10%
      • Elite monster health reduced by 2.5%
      • Overall damage done by all monsters reduced by 15%
    Did I miss something? are elites just getting a much smaller nerf than before? or is this in addition to the earlier proposed 25%? Either way, I don't really care, I'm just wondering.
  • #2
    Honestly I don't remember what the numbers were originally (and I'm too tired to investigate), but the health nerf isn't as significant as the 15% damage nerf. That's pretty big. Currently I only have trouble with particularly tough packs in Act III (stupid fire chains vortex jailer shielding phase beasts...), now they won't put a scratch on me. Smooth sailing from here on out.
  • #3
    Quote from BigEd781

    Honestly I don't remember what the numbers were originally (and I'm too tired to investigate), but the health nerf isn't as significant as the 15% damage nerf. That's pretty big. Currently I only have trouble with particularly tough packs in Act III (stupid fire chains vortex jailer shielding phase beasts...), now they won't put a scratch on me. Smooth sailing from here on out.


    Indeed. The first post-patch firechains and/or arcane mob I meet is going to get flipped off... with both hands. I don't care if my character dies while I'm doing it.
  • #4
    Maybe the 2.5% is a typo.
  • #5
    I was hoping they would do something with the omfgwtfpwn molten/plague bs that hits 8 million times harder than everything else.
  • #6
    Thumbs up for them trying to spread arcane sentries out a bit more.

    Arcane + Horde was like trying to play laser tag against 5000 midgets hopped up on caffiene and diet pills.
    67.1k elite kills :: 1.98m total kills :: p255
    Planet Express <PlanEx>
    (V) (°,,°) (V)
  • #7
    I think there is a bit more to this. Firstly I agree that the damage nerf is more significant in terms of game play than the minor health nerfs. But there are other signifcant nerfs like:
    • Spine Hewer, Skeletal Reaper, Skull Cleaver, and Swift Skull Cleaver damage has been reduced by approximately 37%
    • Jailer can now no longer appear with Knockback, Nightmarish, or Vortex
    • Invulnerable Minions has been removed as a possible affix
    • Fire Chains damage has been reduced by 20%
    • Nightmarish monsters will now make players immune to Fear for 6 seconds after the Fear is cast on the player
    • Shielding monsters will no longer shield if they are the last monster left in the area, and only one monster in a given pack can be shielded at a time
    • The spawn points of Arcane Enchanted beams have been adjusted slightly to be more spread out, and their damage has been reduced by approximately 30%
    All this should make survival against Elite/Champ packs easier.
  • #8
    I'm extremely happy to see them spread the AS out a bit more. That was a bit ridiculous. So far I'm liking what I'm seeing as far as the patch notes go and am definitely happy to see Invulnerable Minions get the boot.
  • #9
    Quote from Razzuk

    I think there is a bit more to this. Firstly I agree that the damage nerf is more significant in terms of game play than the minor health nerfs. But there are other signifcant nerfs like:
    • Spine Hewer, Skeletal Reaper, Skull Cleaver, and Swift Skull Cleaver damage has been reduced by approximately 37%
    • Jailer can now no longer appear with Knockback, Nightmarish, or Vortex
    • Invulnerable Minions has been removed as a possible affix
    • Fire Chains damage has been reduced by 20%
    • Nightmarish monsters will now make players immune to Fear for 6 seconds after the Fear is cast on the player
    • Shielding monsters will no longer shield if they are the last monster left in the area, and only one monster in a given pack can be shielded at a time
    • The spawn points of Arcane Enchanted beams have been adjusted slightly to be more spread out, and their damage has been reduced by approximately 30%
    All this should make survival against Elite/Champ packs easier.


    The reaver nerf was well-deserved. Those guys felt stupidly dangerous.

    The rest feel less like broad nerfs, and more like fixes targetted at cutting down those bad RNG rolls that would kill anyone who wasn't seriously overgeared. The only thing I'm not sure about is the combination of reduced arcane sentry damage and increased spread. That feels like two solutions for one problem.
  • #10
    In Inferno Acts III/IV, the hitpoints of elites/champs wasn't such an issue, the real issue whas getting a pack with hard affixes. Having banished the invulnerable bastards and limited all the other affixes (also 15% damage reduction), makes it easier now. And since we all get a nice boost in many abilities, there isn't a real need to lower their hit points.
  • #11
    In Inferno Acts III/IV, the hitpoints of elites/champs wasn't such an issue, the real issue whas getting a pack with hard affixes.


    Try playing a barb. Hitpoints were the main issue! With ~20k dps it took ages to kill some champ-packs...
  • #12
    Quote from Razzuk

    I think there is a bit more to this. Firstly I agree that the damage nerf is more significant in terms of game play than the minor health nerfs. But there are other signifcant nerfs like:
    • Spine Hewer, Skeletal Reaper, Skull Cleaver, and Swift Skull Cleaver damage has been reduced by approximately 37%
    • Jailer can now no longer appear with Knockback, Nightmarish, or Vortex
    • Invulnerable Minions has been removed as a possible affix
    • Fire Chains damage has been reduced by 20%
    • Nightmarish monsters will now make players immune to Fear for 6 seconds after the Fear is cast on the player
    • Shielding monsters will no longer shield if they are the last monster left in the area, and only one monster in a given pack can be shielded at a time
    • The spawn points of Arcane Enchanted beams have been adjusted slightly to be more spread out, and their damage has been reduced by approximately 30%
    All this should make survival against Elite/Champ packs easier.


    Pardon my math


    Some nasty packs will get nerfed by up tp 30% so will it be on top of that 15% general nerf in A3 and 4?

    if yes then the toughest packs will be the easiest ones lol.
    My Barb (p100,300k unbuffed) /// Newborn Monk
  • #13
    Teleport illusionist shielding reflect damage phasebeasts is the hardest combo as far as I know you can encounter. But they are being nerfed alot. I can solo farm act3 without much issues. But this will just make things go faster. And that normal mobs have 10% health ... They die anyway from cluster arrow, that 10% isn't much. It's a nice change for people stuck in act2

    This made me laugh real good "Arcane + Horde was like trying to play laser tag against 5000 midgets hopped up on caffiene and diet pills."
  • #14
    I'm glad they didn't overdo it when it comes to nerfing elites, except for a few OP mobs and affix combinations it didn't need any adjustment in my opinion.
  • #15
    Quote from Hadley88

    Try playing a barb. Hitpoints were the main issue! With ~20k dps it took ages to kill some champ-packs...

    At least you won't suffer from enrage timers now...
  • #16
    Quote from Azidonis

    I was hoping they would do something with the omfgwtfpwn molten/plague bs that hits 8 million times harder than everything else.


    This, molten stacked with plagued is just instagib. Fire chains doesn't do any damage at all as it is.
  • #17
    Quote from DevOverkill

    I'm extremely happy to see them spread the AS out a bit more. That was a bit ridiculous. So far I'm liking what I'm seeing as far as the patch notes go and am definitely happy to see Invulnerable Minions get the boot.


    Absolutely thumbs up for this. Yday we spent roughly 20mins on a champ pack with invul minions in act3 and it was a pain in the ass. Good to see them gone. And good to see the nerf on fire chains and affix combos. Act 3 is most likely the reason ppl could stop playing this game due to smashing their keyboard and mouse :)
  • #18
    Finally, a chance to get pass act 2 in inferno :P

    Swedish Official Fansite www.Diablo3pvp.se

  • #19
    Quote from Enkeria

    Finally, a chance to get pass act 2 in inferno :P

    Act 2 is easy compared to Act 3/4 right now... You just need some resists and HP to do it without problems. Also the changes will help a lot.
  • #20
    Quote from cricque

    Teleport illusionist shielding reflect damage

    Because teleporting mobs with teleport make them even more dangerous. It's like missile dampening when you see it you are like, sweet that is an affix that means nothing.

    Best example is the digger guys in act 1 crypts, where they have a knockback, regardless of having the knockback affix or not.
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