This change is mostly about core mechanics for attacking, in my book
Look at Crit Chance. I have a barbarian with 55% crit chance, using hammer of the ancent, which effectively puts my crit chance at about 75%. so every 4 hits I do not crit. That is not how crit is supposed to work. Instead of being happy that I landed a crit, I am angry that I land a normal attack. since I have 500% crit damage, normal attacks deal a 5th of the damage of a crit, and is essentially a wasted hit.
so the way the game works now, crits are the "normal" attacks, and normal attacks is "missing the target". To have a scenario where crits are strong hits and normal attacks are useful still, we need to have crit chance caps, and we defenetely need a much smaller cap between the damage output of a crit and normal attacks.
I am amazed that the game did not launch with these caps! yes it matters for what builds you can use, but think about what I just stated. This is a needed change
Pretty much agree with this. To me it seems strange that you'd even have a crit for more than 1 in 4 shots. At the very most doing crit damage more than half the time feels extremely bizarre. Most other games I have played has made me feel like crit is pretty rare like 1 in 10, but maybe I'm just remembering poorly.
Having two high of a crit chance means that the monster's HP pools have to be scaled around crit damage, and not regular damage. Then when you do normal damage you might as well not even have attacked that turn at all.
1) Like some others pointed out, higher damage on weapons. In just the DPS department, that will make a major difference, as if some people only stack CC and CD for damage purposes, higher weapon damage will play a big role.
2) I do realize that CC does affect how certain passive and active skills work, and yes, some might be a LITTLE less effective...CM Wizards for example (not just with WW, others too). Then again, when they lowered the proc rate on Wicked Wind, people seeped out of the woodwork crying about how the build would die, sure enough, it's still around. Don't let your fear of higher challenge talk you out of appreciating the value here.
3) While there may be a cap on CC on ITEMS, it'll still be reasonably hard to get to for most players. Why? Primarily due to the Auction House going away. With the AH around, it's STUPIDLY easy to max out your crit. Without the AH, and people relying on drops and trade? For someone starting a new character from scratch, unless they have a ton of spare gear saved in their stash, it may take them a decent amount of time to gear up that character to max their CC.
4) Loot 2.0, as well as the item affixes and legendary affixes being introduced, will help with this big time...
-A cap on CD will ONLY affect damage, but part of the motivation for these new item effects is that by equipping specific items, insanely high damage isn't needed, or may not be preferred, as the items make different builds more EFFECTIVE. Right now, we have thousands of people thinking that efficiency = super high DPS. And they're not wrong. But truthfully, I'd rather have a character that's slightly weaker in the damage department, but that has items that make his or her skills work slickly, like a well-oiled machine, and offer a varied style of gameplay and survivability that simple damage stacking doesn't offer. Damage stacking in and of itself presents shallow, one-note gameplay. Capping CD may drop players' DPS, but it'll require players to gear smarter...which is ultimately a good thing.
-In the same way, a cap on CC may make certain skills work slightly less effectively (CM Wizards, for example, may see a slight drop in their cooldown reductions...provided CM even stays the way it is when the updates come), however again...certain items may offer effects that make up the difference. Check out the list...may be an early list of tested effects, but look at it...there are effects that kill cooldowns, offer crazy survivability options, health restoration, resource restoration, shrine effects, town portal effects, etc. Sure, right now, passives like Critical Mass are seen as godly...but when the item updates come? You might not need a passive like that anymore, once you find a particular item.
All in all, I'm a big supporter of this. Caps don't prevent people from being godly, they just ensure that people don't end up exploiting the lack of a limit, and pretty much break the game. Yes, everyone has fun facerolling, but truly smart and well-geared players/characters can still faceroll with capped stats...they just need to use their heads instead of saying..."ooh! this number bigger than that number!"
As far as I know, WoW ratings use diminishing returns. Are you telling me that's not the case?
Dodge and parry do, much the same as armor and all resistances do, and for the same reason.
Going from 98% dodge to 99% dodge is basically halfing your incoming damage (excluding attacks that aren't dodgeable) whereas going from 50% to 51% dodge is basically cutting your incoming damage by 2%. Therefore, you should need 25x as much dodge rating to go from 98% to 99% as you need from 50% to 51%.
In that regard, the percentages are diminishing, but the actual per-point damage reduction is linear.
Hit, Crit, Haste, Mastery, Expertise - those are not diminishing returns in WoW. One point is always X%.
3) While there may be a cap on CC on ITEMS, it'll still be reasonably hard to get to for most players. Why? Primarily due to the Auction House going away. With the AH around, it's STUPIDLY easy to max out your crit. Without the AH, and people relying on drops and trade? For someone starting a new character from scratch, unless they have a ton of spare gear saved in their stash, it may take them a decent amount of time to gear up that character to max their CC.
I think this is the primary concern for the implementation of caps. Because people have reached super high numbers they need to have a band-aid solution in place for the short term that gets people out and needing to adjust their gear. Combine that with the lack of the AH and loot 2.0, people will be finding new intersting drops and this whole cap business might not even be an issue for a typical D3 player. The high end players who still trade or seek out only specific gear may hit this cap, but then once they reach it they can work on another stat to go for.
it seems like it's limiting choice, but I think it's really opening choice up. If you want to get beyond your item cap, you have to choose a skill now that pushes it. For example, if you can crit 90% of the time, what does it matter if you have a skill that increases your crit by 20%? That's a waste, just get the skill that does something else, you'll crit anyway. Now if you can only crit 40% of the time? maybe you want to crit more often to proc an effect on a passive or item. now you might want to choose to use a skill that increases that crit.
There's layers of systems are being affected by RoS and it looks like they are starting to affect eachohter. It's going to make gameplay and the skills you use have much more of an impact. Just looking at the skil changes that are being tested it really seems they want to remove the skills considered "useless" or to make them more useful than they are now and a lot of the time gear plays into that.
If these values don't include gems, none of them are a real issue. It actually opens up more room for EHP and utility. Also, it's not like ehp doesn't increase your effective dps. The only time these caps matters would be attack speed break points and it's really only an issue with certain abilities and mostly for 2 handers. The caps are set at a pretty high threshold (if it's without gems) if it's with gems too then crit dmg is too low comparatively.
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Ah, thank you, something in the back of my mind was telling me to look them up.
So with 5/50 base, 40/250 from items, and 10/50 from paragon you can have: 55cc/350cd max?
Top 10 Solo Wizard Leaderboard - North America
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Pretty much agree with this. To me it seems strange that you'd even have a crit for more than 1 in 4 shots. At the very most doing crit damage more than half the time feels extremely bizarre. Most other games I have played has made me feel like crit is pretty rare like 1 in 10, but maybe I'm just remembering poorly.
Having two high of a crit chance means that the monster's HP pools have to be scaled around crit damage, and not regular damage. Then when you do normal damage you might as well not even have attacked that turn at all.
Top 10 Solo Wizard Leaderboard - North America
Highest: Rank 6 // Greater Rift 42 12m40s
Correct. You'd also have 40% IAS from gear and 10% from Paragon for 50% total.
Then again, don't nerf the stacking. Stop people from wanting to stack a certain stat that much.
1) Like some others pointed out, higher damage on weapons. In just the DPS department, that will make a major difference, as if some people only stack CC and CD for damage purposes, higher weapon damage will play a big role.
2) I do realize that CC does affect how certain passive and active skills work, and yes, some might be a LITTLE less effective...CM Wizards for example (not just with WW, others too). Then again, when they lowered the proc rate on Wicked Wind, people seeped out of the woodwork crying about how the build would die, sure enough, it's still around. Don't let your fear of higher challenge talk you out of appreciating the value here.
3) While there may be a cap on CC on ITEMS, it'll still be reasonably hard to get to for most players. Why? Primarily due to the Auction House going away. With the AH around, it's STUPIDLY easy to max out your crit. Without the AH, and people relying on drops and trade? For someone starting a new character from scratch, unless they have a ton of spare gear saved in their stash, it may take them a decent amount of time to gear up that character to max their CC.
4) Loot 2.0, as well as the item affixes and legendary affixes being introduced, will help with this big time...
-A cap on CD will ONLY affect damage, but part of the motivation for these new item effects is that by equipping specific items, insanely high damage isn't needed, or may not be preferred, as the items make different builds more EFFECTIVE. Right now, we have thousands of people thinking that efficiency = super high DPS. And they're not wrong. But truthfully, I'd rather have a character that's slightly weaker in the damage department, but that has items that make his or her skills work slickly, like a well-oiled machine, and offer a varied style of gameplay and survivability that simple damage stacking doesn't offer. Damage stacking in and of itself presents shallow, one-note gameplay. Capping CD may drop players' DPS, but it'll require players to gear smarter...which is ultimately a good thing.
-In the same way, a cap on CC may make certain skills work slightly less effectively (CM Wizards, for example, may see a slight drop in their cooldown reductions...provided CM even stays the way it is when the updates come), however again...certain items may offer effects that make up the difference. Check out the list...may be an early list of tested effects, but look at it...there are effects that kill cooldowns, offer crazy survivability options, health restoration, resource restoration, shrine effects, town portal effects, etc. Sure, right now, passives like Critical Mass are seen as godly...but when the item updates come? You might not need a passive like that anymore, once you find a particular item.
All in all, I'm a big supporter of this. Caps don't prevent people from being godly, they just ensure that people don't end up exploiting the lack of a limit, and pretty much break the game. Yes, everyone has fun facerolling, but truly smart and well-geared players/characters can still faceroll with capped stats...they just need to use their heads instead of saying..."ooh! this number bigger than that number!"
Dodge and parry do, much the same as armor and all resistances do, and for the same reason.
Going from 98% dodge to 99% dodge is basically halfing your incoming damage (excluding attacks that aren't dodgeable) whereas going from 50% to 51% dodge is basically cutting your incoming damage by 2%. Therefore, you should need 25x as much dodge rating to go from 98% to 99% as you need from 50% to 51%.
In that regard, the percentages are diminishing, but the actual per-point damage reduction is linear.
Hit, Crit, Haste, Mastery, Expertise - those are not diminishing returns in WoW. One point is always X%.
I think this is the primary concern for the implementation of caps. Because people have reached super high numbers they need to have a band-aid solution in place for the short term that gets people out and needing to adjust their gear. Combine that with the lack of the AH and loot 2.0, people will be finding new intersting drops and this whole cap business might not even be an issue for a typical D3 player. The high end players who still trade or seek out only specific gear may hit this cap, but then once they reach it they can work on another stat to go for.
it seems like it's limiting choice, but I think it's really opening choice up. If you want to get beyond your item cap, you have to choose a skill now that pushes it. For example, if you can crit 90% of the time, what does it matter if you have a skill that increases your crit by 20%? That's a waste, just get the skill that does something else, you'll crit anyway. Now if you can only crit 40% of the time? maybe you want to crit more often to proc an effect on a passive or item. now you might want to choose to use a skill that increases that crit.
There's layers of systems are being affected by RoS and it looks like they are starting to affect eachohter. It's going to make gameplay and the skills you use have much more of an impact. Just looking at the skil changes that are being tested it really seems they want to remove the skills considered "useless" or to make them more useful than they are now and a lot of the time gear plays into that.