Wizard Synergies and Meteor Tuning
There have been some complains about how Meteor is working on the PTR and Vaeflare came out to shine some light on what the devs are currently doing about the skill. He also discusses Wizards as a whole and announces some "more involved" changes coming to future patches.
While the proc coefficient on Meteor and its runes is indeed being nerfed, this change really should be viewed within the full context of the patch. Patch 1.0.5 not only introduces changes to defensive bonuses and monster damage, but also the Monster Power system, and numerous crowd control improvements. Combined with the Meteor’s lowered AP cost and decreased delay between cast and impact, these changes made it so Meteor was more appealing to everyone, which is fine. But they also made the skill extremely efficient (in fact: too efficient) to get Critical Mass procs and 100% CC uptime. Efficiency is good, but there needs to a balance. The skill is still very strong, so the tuning on its proc coefficients will hardly trivialize Meteor builds, and we anticipate that it will be brought back to roughly where it is currently in patch 1.0.4.
That said, skill synergy isn’t where we want it to be for wizards at the moment, and we’re looking at ways to improve that for the future. The sort of changes we’d like to do are more involved than simple numbers-tuning, though, and they weren’t able to make it in with this patch. But are we absolutely working on them.
State of Monks
It seems Blizzard are really happy with where the Monk class is right now. Even so the deveopers are still looking for ways to improve some skills like Dashing Strike and Lashing Tail Kick.
We feel that monks are in a decent place at the moment, and are a solid class in terms of power, but there are some things that we would like to address with the class. Namely: we would like to delve deeper into fulfilling the fantasy of what it means to be a monk.
Currently, monks spend a lot of their time applying an assortment of DPS buffs through the use of utility and survivability buttons. The bulk of monk damage comes from very passive gameplay, like healing yourself to get a damage buff, or applying Sweeping Winds and not looking at it again. We want to give players who enjoy the fantasy of being a blur of fists and feet a more active playstyle, and we’d love to play up some other fun mechanics as well.
For example, one possibility we’re considering is changing one of Dashing Strike’s runes to allow players to travel further with the skill so that it can serve as a mobility tool, but at the cost of imposing a cooldown. Another possibility we’re exploring is making Lashing Tail Kick feel more compelling by moving the knockback component to a rune, or changing a rune to remove the knockback and instead increase the damage more meaningfully. These types of changes are not minor tweaks, however. We want to make sure we take some time to make meaningful changes that improve the overall play experience for these sacred warriors.
PTR Patch on Thursday & Error 12
Lylirra announced a new patch will hit PTR servers on Thursday. It will include a possible fix for the Error 12 issue plaguing some testers, but will hopefully also bring in lots of goodies we can't wait to read about!
We believe we have a possible fix for players experiencing issues with the Retrieving Hero List step or getting an Error 12 while logging into the PTR. The problem itself is on the account's side, so we'll need to implement the fix with the next PTR build, which is currently scheduled to deploy this Thursday. Should we make any changes to our schedule for the PTR that would push the deploy past Thursday, I'll be sure to provide an update in this thread.
In the meantime, we don't need any further D3Debug.txt files. Thank you to everyone who did share your files, though; they were extremely helpful in troubleshooting this issue.
Is Diablo 3 failing?
I think this is more "Proof" that we just launched another expansion pack for World of Warcraft ;-)
I also have quite a few friends who are not playing Diablo III right now, and when I ask them why, the reason they give me are usually always that they are levelling their characters in Mist of Pandaria or that they are waiting for Patch 1.0.5(Monster Power, the Infernal Machine) or Patch 1.1(PvP)
There are still a lot of people playing Diablo III so the game is very much alive.
Doom and gloom threads aren't really useful to anyone, and they certainly do not offer constructive feedback that we can forward to the developers, which is why I will lock this thread. (Blue Tracker / Official Forums)
PvP class speculation
There are indeed a lot of unknowns still when it comes to PvP in Diablo III, but I am sure we will cast more light on these unknowns as we get closer to Patch 1.1, which should make speculation on class balance more easy by then :-) Sweet so only another 5 patches before we get to patch 1.1.
It is not certain that it will be that many: http://en.wikipedia....ware_versioning (Blue Tracker / Official Forums)
Infernal Machine Poll Results Yesterday we asked you if you're looking forward to the new Infernal Machine feature and the results have turned out mostly positive. If you think something different of the matter, do feel free to share your thoughts in the comments!
That said, skill synergy isn’t where we want it to be for wizards at the moment, and we’re looking at ways to improve that for the future. The sort of changes we’d like to do are more involved than simple numbers-tuning, though, and they weren’t able to make it in with this patch. But are we absolutely working on them.
WOW just wow... soo blizz destroys the wizzard class which was pretty ok just a bit overpowered BUT nowhere near the 100 % OP barb WW build...
and they dont just destroy the CM wizz build but make the class almost unplayable with all the proc co-efficient nerfing and the defenses nerfs and then they say "sorry guys we destroyed the class we will fix it but not now.. maybe later in another patch.. WTF?????????????
blizz really needs to wake up.. they are ruining the game for everyone...
What are you talking about? First off there is no defense nerf, they went over this in the beginning. Monster damage is going down by a lot. Monster HP is lower too if you choose to play at MP1. They also hugely buffed both stuns and snares in Inferno. Also, all the skills that got proc coefficient nerfs also received other buffs in 1.0.5. Wizards are gonna be just fine.
i dont disagree that it gives you that incentive to gear up more.. I LOVE the diablo games ... but blizz is trying REALLY hard to take the fun out of the game and all this i think is done for the stupid AH concept...
but at my gear i was expecting MP5 to be doable and with the class changes and after many tried on the PTR i can say it is barely doable but not enjoyable at all.. and this is fail design for a game that is supposed to be the succecor of diablo2 which was fun for many months each time i played it...
Also, all the skills that got proc coefficient nerfs also received other buffs in 1.0.5. Wizards are gonna be just fine.
m8 only meteor got buffed a bit to balance the coefficient nerfs all the other skills are the same.. or almost the same
The only proc coefficient nerfs were to Meteor and Spectral Blades. Blades got significantly buffed, see the original notes. A number of other spells were buffed as well.
Has it occurred to you that you might need to modify your build to be viable in higher MP levels? It's all about sustainability, but you don't have any way to heal yourself and you can't use Diamond Skin to block reflect damage in Archon form. You should probably stack more Life on Hit or Life Steal. Or just play at MP2 and be happy with that, I don't know why people find that idea so offensive.
Of course MP0 is facerool and MP1 + 2 is just fine and pretty easy, but even at MP3 i have problems with reflect mobs and some packs.. its not funny after i spent 500 hours on playing my wizz and gearing him up...
thats my opinion
I truly don't understand people like you. Complain about things not being difficult enough, then as soon as they give you a more difficult setting you complain that things aren't easy enough!
You should be happy that you still have several levels of MP that are too difficult for you. You feel like facerolling play MP1, you feel like being facerolled, play MP4? Honestly, it's fans like you that make Blizz do things for the worse ... let them balance and then you can adapt and find a new build that makes you feel powerful.
Anyway, if you actually want a challenge come play hardcore. I tried out the PTR with my newly just-started-inferno DH and I died on MP1 A1. MP0 A1 has become a faceroll, and MP0 A2 is probably where I should be. So for me, the whole MP# challenge is still quite a ways away ... so much harder with a decent HC economy vs flooded SC.
If they can ad an option to take out all the cut-scenes, boss fight moments where they take away control of your character, as well as allowing hopping between acts, I will like this game a whole lot more. Right now it's as spoon fed and theme park ride feeling as a modern FPS shooting gallery, hand holding adventure.
If they can ad an option to take out all the cut-scenes, boss fight moments where they take away control of your character, as well as allowing hopping between acts, I will like this game a whole lot more. Right now it's as spoofed and theme park ride feeling as a modern FPS, shooting gallery, hand holding adventure.
This is why most people farm starting on the last quest. I think a benefit of not being able to switch between acts is that it puts a reasonable time limit on each run so you have stopping points and opportunities to respec without feeling like you're throwing away your NV stack.
i disagree on the part you say i have to find another build is the answer in order to play the higher MP levels.. at this point and after testing alot the PTR i have concluded that it is not so related to build or gear on how EFFICIENT you can do the high MP levels but is more related to what class you have rolled... and that is what bothers me man.. this is my main concern
correct me if i am wrong!
Well it's an inherent problem with the whole increased difficulty thing. What makes things "harder"" They just algorithmically increase enemy health + damage to make it harder. This then makes it so you pidgeon-hole into certain styles/builds. Once you pass a certain point in damage done by enemies, it's impossible to even take a hit ... meaning the only viable builds involve kiting. In terms of the usefulness of MP, I'd say people will go on 10 to get their keys, and otherwise stick to the lowest one that they can very quickly kill elites on (1 or 2?). The rest of the MP levels are purely for "challenge" to see if you can beat it, and by nature it will have specific builds that only go a certain distance.
It just annoys me that they're nerfing defensive spells and trying to promote higher aggressive/damage builds ... they shouldn't make things easier for glass cannons IMHO!
P.S. Looking at your wiz, it's a perfect example of what sucks about MP for HC. You wouldn't go passed MP1 on HC because if you got stuck in a single desecration you'd die. You rely solely on DPS to stay alive and hence cannot do MP4 because your DPS no longer kills fast enough. So in HC I'd say it's more about getting to the point where you can tank MP1, and in SC it's more about getting enough DPS to nearly instantly kill everything on MP# whatever.
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There have been some complains about how Meteor is working on the PTR and Vaeflare came out to shine some light on what the devs are currently doing about the skill. He also discusses Wizards as a whole and announces some "more involved" changes coming to future patches.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
That said, skill synergy isn’t where we want it to be for wizards at the moment, and we’re looking at ways to improve that for the future. The sort of changes we’d like to do are more involved than simple numbers-tuning, though, and they weren’t able to make it in with this patch. But are we absolutely working on them.
State of Monks
It seems Blizzard are really happy with where the Monk class is right now. Even so the deveopers are still looking for ways to improve some skills like Dashing Strike and Lashing Tail Kick.
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Currently, monks spend a lot of their time applying an assortment of DPS buffs through the use of utility and survivability buttons. The bulk of monk damage comes from very passive gameplay, like healing yourself to get a damage buff, or applying Sweeping Winds and not looking at it again. We want to give players who enjoy the fantasy of being a blur of fists and feet a more active playstyle, and we’d love to play up some other fun mechanics as well.
For example, one possibility we’re considering is changing one of Dashing Strike’s runes to allow players to travel further with the skill so that it can serve as a mobility tool, but at the cost of imposing a cooldown. Another possibility we’re exploring is making Lashing Tail Kick feel more compelling by moving the knockback component to a rune, or changing a rune to remove the knockback and instead increase the damage more meaningfully. These types of changes are not minor tweaks, however. We want to make sure we take some time to make meaningful changes that improve the overall play experience for these sacred warriors.
PTR Patch on Thursday & Error 12
Lylirra announced a new patch will hit PTR servers on Thursday. It will include a possible fix for the Error 12 issue plaguing some testers, but will hopefully also bring in lots of goodies we can't wait to read about!
Originally Posted by Blizzard (Blue Tracker / Official Forums)
We believe we have a possible fix for players experiencing issues with the Retrieving Hero List step or getting an Error 12 while logging into the PTR. The problem itself is on the account's side, so we'll need to implement the fix with the next PTR build, which is currently scheduled to deploy this Thursday. Should we make any changes to our schedule for the PTR that would push the deploy past Thursday, I'll be sure to provide an update in this thread.
In the meantime, we don't need any further D3Debug.txt files. Thank you to everyone who did share your files, though; they were extremely helpful in troubleshooting this issue.
Blue Posts
Originally Posted by (Blue Tracker / Official Forums)
I think this is more "Proof" that we just launched another expansion pack for World of Warcraft ;-)
I also have quite a few friends who are not playing Diablo III right now, and when I ask them why, the reason they give me are usually always that they are levelling their characters in Mist of Pandaria or that they are waiting for Patch 1.0.5(Monster Power, the Infernal Machine) or Patch 1.1(PvP)
There are still a lot of people playing Diablo III so the game is very much alive.
Doom and gloom threads aren't really useful to anyone, and they certainly do not offer constructive feedback that we can forward to the developers, which is why I will lock this thread. (Blue Tracker / Official Forums)
PvP class speculation
There are indeed a lot of unknowns still when it comes to PvP in Diablo III, but I am sure we will cast more light on these unknowns as we get closer to Patch 1.1, which should make speculation on class balance more easy by then :-)
Sweet so only another 5 patches before we get to patch 1.1.
It is not certain that it will be that many:
http://en.wikipedia....ware_versioning (Blue Tracker / Official Forums)
Infernal Machine Poll Results
Yesterday we asked you if you're looking forward to the new Infernal Machine feature and the results have turned out mostly positive. If you think something different of the matter, do feel free to share your thoughts in the comments!
Ha. Bagstone.
A News Manager from Bulgaria! I WIN!
Bringing torment and pain to others.
Your damned soul wallowing in your sin.
Perhaps...
it is time to die.
What are you talking about? First off there is no defense nerf, they went over this in the beginning. Monster damage is going down by a lot. Monster HP is lower too if you choose to play at MP1. They also hugely buffed both stuns and snares in Inferno. Also, all the skills that got proc coefficient nerfs also received other buffs in 1.0.5. Wizards are gonna be just fine.
a) because it's shit
borderlands 2
c) torchlight 2
d) because blizz have no clue wtf they're doing
Not because of MoP. Typically arrogant assumption though.
The only proc coefficient nerfs were to Meteor and Spectral Blades. Blades got significantly buffed, see the original notes. A number of other spells were buffed as well.
Has it occurred to you that you might need to modify your build to be viable in higher MP levels? It's all about sustainability, but you don't have any way to heal yourself and you can't use Diamond Skin to block reflect damage in Archon form. You should probably stack more Life on Hit or Life Steal. Or just play at MP2 and be happy with that, I don't know why people find that idea so offensive.
I truly don't understand people like you. Complain about things not being difficult enough, then as soon as they give you a more difficult setting you complain that things aren't easy enough!
You should be happy that you still have several levels of MP that are too difficult for you. You feel like facerolling play MP1, you feel like being facerolled, play MP4? Honestly, it's fans like you that make Blizz do things for the worse ... let them balance and then you can adapt and find a new build that makes you feel powerful.
Anyway, if you actually want a challenge come play hardcore. I tried out the PTR with my newly just-started-inferno DH and I died on MP1 A1. MP0 A1 has become a faceroll, and MP0 A2 is probably where I should be. So for me, the whole MP# challenge is still quite a ways away ... so much harder with a decent HC economy vs flooded SC.
This is why most people farm starting on the last quest. I think a benefit of not being able to switch between acts is that it puts a reasonable time limit on each run so you have stopping points and opportunities to respec without feeling like you're throwing away your NV stack.
Well it's an inherent problem with the whole increased difficulty thing. What makes things "harder"" They just algorithmically increase enemy health + damage to make it harder. This then makes it so you pidgeon-hole into certain styles/builds. Once you pass a certain point in damage done by enemies, it's impossible to even take a hit ... meaning the only viable builds involve kiting. In terms of the usefulness of MP, I'd say people will go on 10 to get their keys, and otherwise stick to the lowest one that they can very quickly kill elites on (1 or 2?). The rest of the MP levels are purely for "challenge" to see if you can beat it, and by nature it will have specific builds that only go a certain distance.
It just annoys me that they're nerfing defensive spells and trying to promote higher aggressive/damage builds ... they shouldn't make things easier for glass cannons IMHO!
P.S. Looking at your wiz, it's a perfect example of what sucks about MP for HC. You wouldn't go passed MP1 on HC because if you got stuck in a single desecration you'd die. You rely solely on DPS to stay alive and hence cannot do MP4 because your DPS no longer kills fast enough. So in HC I'd say it's more about getting to the point where you can tank MP1, and in SC it's more about getting enough DPS to nearly instantly kill everything on MP# whatever.