I would stick with AW because of the cold skill damage. The cold elemental enchant on it helps a bit in the fact that you will freeze enemies slightly more often which is helpful if you use Cold Blooded passive. On top of that it has much more DPS. You could perhaps fix the damage on TF somewhat by rerolling the elemental enchant to get a higher roll, but I would honestly rather reroll the area damage if it came to that. I don't mind something like vitality on a weapon as it can give you a huge toughness boost.
All things considered, Azurewrath is a better option if not for pure DPS, then because it fits your "cold wizard" theme better and gives you more crowd control and by extension more dps (Cold Blooded). The rolls on it are also far superior in this particular case.
that's the way I'm leaning. that's why I was wondering if I should roll of the electric damage for cold. I currently have 73% cold damage though too. I am starting to think that rolling the damage might be bad and just leave it as it is incase I need the TF for a non cold build
You don't have 73% cold damage - it increases your cold SKILL damage. Elemental weapon damage is not a skill.
Even if all zones had "equal" density, there will ALWAYS be one or two zones that everyone farms if nothing, then because of the shape and layout, frequency of chest spawns, etc. So what is the point in making everything blandly the same and overcrowded.
I don't know about it never being as efficient. Speedrunning is what I've been doing for the past week, and each clear of the story nets me minimum 4 legendaries, average of 5, and as many as 8. Each clear takes 90-120 minutes. I kill all elites and goblins I run across along the way and open chests very close to my path. Do Core runs, or any other runs for that matter, net a legendary every 20 minutes or less? And speedrunning isn't just skipping monsters; it's more about finding ways to kill them without stopping or slowing down. Some of these new legendaries are amazing for that, procs that damage when you get hit, such as Pox Faulds or Thundervigor.
Any amount of legendarys per hour you can get while speedrunning diablo you can get anywhere else, minus the 1 guaranteed legendary every finished run. Kill stuff without slowing down is not really an argument here, since every run involving farming monsters will profit from that
And this is not even counting the fact, that while most areas are somewhat decently populated currently, there are still areas that offer a lot more chances of legendaries (aka packs, white chests, goblins) than others. If you run specifically those areas, you WILL get more legendarys compared to quest runs.
It seems highly likely the legendary counter resets on leaving game.
I completely agree with the OP on one hand, on the other - I can't help but think that D2 would be really shit without the social element that was forced upon people if you wanted to do say, Baal runs in /player 8.
I wouldn't change monster HP scaling but rather tone down Strength in Numbers or make it just give you one stack for the 2nd player and that's it.
Alternatively, I would increase the legendary drop rate for killing bosses in a solo game so that EXP farming is more efficient coop but MFing can viably be done solo or something to that effect (like D2). But Blizzard is not really fond of the concept of boss farming unfortunately.
And once you rise to said challenge, you are obviously wasting time in that difficulty and should move on to the next. Isn't the point of the difficulty system to be able to determine how much challenge you want? What is the point of only a single element not being equally challenging as the rest?
I can assure you that if you can get 100 kills as a barbarian you should not be in that difficulty, hence defeating the point of being able to do it.
I guess most of the incentive (beside the party buff), as you said, comes from the fact that trading can only occur then and there during coop sessions.
The removal of NV stacks should actually help coop if anything, I really don't see your point there.
I still can't get over that shit about CE getting 3 more char slots. It's really a shitty decision by Blizzard considering how valuable space becomes now. I'm still getting the CE but it's a shit decision period.
A lot of argument over two really vocal butt-hurt people and one MVP. Hmmmm.
Blizzard did the right thing. Why would anyone want legacy items to compete with the new itemization unless the intent was for level 70 items to be equal to level 60 items? The "then make 70 items BETTER" argument is just plain stupid since something is "better" or "worse" only if you have something to compare it to. The new itemization is better as a whole because of the way it is designed. How do you make 70 items better? By pumping the stats up because buffing numbers is always the solution to making things in the game better? Or giving them more possible modifiers and thus reverting to old itemization? Dumbasses.
Be as it may, I don't see how scrapping the entire new itemization to put something "better" in place is a better solution than simply letting obsolete items remain obsolete.
I don't know why you get that vibe from him. He actually comes across as one of the more humble gamers out there but that's just me. He never really takes himself seriously either, maybe you misinterpreted his humour.
All things considered, Azurewrath is a better option if not for pure DPS, then because it fits your "cold wizard" theme better and gives you more crowd control and by extension more dps (Cold Blooded). The rolls on it are also far superior in this particular case.
I wouldn't change monster HP scaling but rather tone down Strength in Numbers or make it just give you one stack for the 2nd player and that's it.
Alternatively, I would increase the legendary drop rate for killing bosses in a solo game so that EXP farming is more efficient coop but MFing can viably be done solo or something to that effect (like D2). But Blizzard is not really fond of the concept of boss farming unfortunately.
I can assure you that if you can get 100 kills as a barbarian you should not be in that difficulty, hence defeating the point of being able to do it.
The removal of NV stacks should actually help coop if anything, I really don't see your point there.
Blizzard: We have this new itemization where quadfecta is a thing of the past.
Angry people: Yes but why you make current quadfectas obsolete!?
Logic.
I still can't get over that shit about CE getting 3 more char slots. It's really a shitty decision by Blizzard considering how valuable space becomes now. I'm still getting the CE but it's a shit decision period.
Blizzard did the right thing. Why would anyone want legacy items to compete with the new itemization unless the intent was for level 70 items to be equal to level 60 items? The "then make 70 items BETTER" argument is just plain stupid since something is "better" or "worse" only if you have something to compare it to. The new itemization is better as a whole because of the way it is designed. How do you make 70 items better? By pumping the stats up because buffing numbers is always the solution to making things in the game better? Or giving them more possible modifiers and thus reverting to old itemization? Dumbasses.
Be as it may, I don't see how scrapping the entire new itemization to put something "better" in place is a better solution than simply letting obsolete items remain obsolete.