Power creep at maximum levels.
- TrueColdkil
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Member for 10 years and 1 month
Last active Mon, Feb, 22 2021 03:56:22
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Aug 16, 2017TrueColdkil posted a message on Patch 2.6.1 PTR Notes - New Items and Significant Item ChangesPosted in: News
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Jun 27, 2016TrueColdkil posted a message on PTR Patch 2.4.2 Hotfixes, End-Game Group Meta & Upcoming ChangesPosted in: News
Imho the issues are pretty well explained.
- supports are not toxic by themselves, but the fact they actually provide more damage than a single dps is extremely broken. You choose support because you can do more damage than with a full dps setup; this is simply wrong - supports should be a tradeoff from damage to utility and not utility + more damage.
- tied to point above, room for only 1 dps makes all specs useless but the #1.
- third, and frankly most important, supports are all about healing and pulling. Healing makes people simply facetank everything (which is boring) and massive pulling leads to the extreme lag that makes other potentially competetive builds completely unusable. Example, for this season fire EA/Mara6 DH had a damage comparable to Wizard, but the immense amounts of ground dots makes the build not feasible.
Less supports would lead to a more dynamic gameplay and possibly less server issues that are 99% due to having insane monster density in a single place. Then it would be a matter of balacing sets to make more options viable, as you all know that reached a ceratin level Rift density and comp matter more than everything else.
As Zero said, 2dps+tank+sup is a definitely more interesting setup. ideally imho a 3dps+supp/tank should be the norm (utility of grouping mobs shouldn't be killed, only made less relevant/reliable).
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Jun 10, 2016TrueColdkil posted a message on Dunkelvieh's Shadow Set Demon Hunter BuildsPosted in: News
More than broken, it doesn't actually adds much to the table apart a huge dmg increase with the 2pc. Impale needs definitely some love, but making it a single huge it doesn't improve anything of the skill itself.Quote from Dunkelvieh
Yeah, the design of the shadow set is completely broken. The 4pc is almost doing nothing and the 6pc is completely useless if you want to clear any high grift in a reasonable time.
There are so many possibilities, but blizz always fails in implementing them.
no matter, i will continue and try to find alternative builds. i just dislike the "fixed meta" that the community upholds as some kind of holy grail ...
About the meta: there would be an awful lot to talk about. I'll just say that while meta exists, most players don't do a work like yours and just serach on YT for the "73528863520986529852+ GR speed build" and copy it. Usually because it comes for a famous guy (not taking anything away from the famous guy himself). -
Jun 10, 2016TrueColdkil posted a message on Dunkelvieh's Shadow Set Demon Hunter BuildsPosted in: News
As Dunkelvieh wrote above, the fact it's better to run with 2Shadow than to use the full set means the 4pc and 6pc bonuses are next to useless. They may be fun because wing and huge hits, but in a high GR environment they're completely ineffective and inefficient.
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Jun 9, 2016TrueColdkil posted a message on Dunkelvieh's Shadow Set Demon Hunter BuildsPosted in: News
The fact that a 90+ Shadow build doesn't even use Impale as skill and FoK as main damage builder is kinda wonky. Talk about needs to redesign the set bonus.
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Apr 17, 2015TrueColdkil posted a message on Trials will be removed in a future patch!Posted in: News
I'm happy about the Trails removal - it only slowed the pace of the game.
However finding a good way to implement this is tricky; ideally you will have a unique reusable key that works like current ones:
- you can enter any greater rift of your key level or lower;
- you will be able to choose GR level based on your key level
- grift max level depends on who opens the portal first (like it is on live)
- you can leave the option to upgrade the gems if failed timer, since you won'tbe able to get to an higher GR than that
- this way you can still purposely choose lower level grifts just to upgrade gems easily.
The problem of trials was the farming of the keys themselves. A real like that still open to see how high you can reach could even still exist just for epeen reasons. Making the key permanent would solve allt he issues at once without downsides imho.
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Jan 7, 2015TrueColdkil posted a message on Why Players Quit D3, Patch Soon?, GR 45 DH on 2.1.2That thread has some very good points running around, too bad it's flooded by people crying about pretty much everything.Posted in: News
I actually never quit D3, i just play less when i reach my self-put goals in game.
What would bring more players back? I can summarize it in two words: MORE VARIETY. More ways to farm, more events like uberbosses, more sets/legendary powers that will unlock more different builds/playstyles, and so on.
Basically most of the players want more/new stuff (myself included). I don't think the game is in a bad state right now, but i agree that running around when you've got you M6 completed by months and you're still missing that Witching Hour because it's more or less the only upgrade you've left is getting boring fast.
I don't mind the gear treadmill. the point is that a gear treadmill to be entertaining for a long time needs more gear. - To post a comment, please login or register a new account.
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LOL. Next suggestion would be for them to sell special reagents that negates the chance of breaking an item for real money.
No thanks.
I can see how popular a system like this would be with people having farmed so much for their well-rolled piece of gear just to see it destroyed by RNG.
This thing is as bad as Primals v1.
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As for new areas, they are just X2 content that was realized before the plan was scrapped and polished enough to be in game. Just to not just throw everything away.
As for set dungeons: yes, they suck for the most part. But imho the bad thing is that they have objectives realted to sepcific set powers and are basically gimmicks you find a way to cheat over. Some sort of PvE content with static maps (bigger than set dungoens) and objectives imho would be something nice to have.
Similar to you PvPvE thing, we may open a portal to a Demon stronghold and destroy the beacons keeping the portal open, just to fight waves of enemies until we defeat the generals firth and the commander in the end, then run away before the portal collapses trapping us inside.
The point is that in D3 tehre's a lot of stuff that could be done without messing up with the core systems, yet we get Ancient Ancients (and then Perfect Ancients because Ancient Ancients were a crap idea).
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The game needs other things to do, simply put. Story mode could be meaningful in some way but it's just left there. New zones are cool but they're there just for a couple of new bouties no one cares for. Character power is tied to GRs climbing and legendary gems since gearing reaches a plateau pretty fast even for casual players.
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Getting to the point: the whole discussion Primals v1 VS Primals v2 is completely bogus. The relative power provided by v1 is around 2-3 GRs on a paragon 2k character - so extremely low also given the rarity of the item.
Primals v2 have on the other side next to zero impact and are pointless to hunt for the most part until you really want to "finish" your character.
The whole reason is that seasons are a game based on (freakin) ladders. Even the smallest power increase is something most players focus on and what drives the casual masses to hunt for. Anyway the reality is that only a few people will actually get some of the given the rarity.
v1 didn't have GRs requirement so ladders could be easily fucked up by some sheer luck and while Ladders imho have next to zero meaning, still it's not something anyone wants. v2 Primals just negate this possibility since a good rolled Ancient is really near in terms of power with a Primal.
The whole Primal thing was doomed before even coming to light since it's just "meh" design. The game needs different gameplay additions - i hope that with Challenge Rifts also standard ladders will just be removed since they're actually not an indicator for anything so the attention will be less focused on the fantomatic "meta" which is created by players and gives the false impression that if you don't play that exact build you're doing it wrong.
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Really nice work!
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I'll keep it simple.
Primals v1 are just a nonsensical power creep system; actual power provided is minor (we're talking about 2-3 GRs on a 2k paragon character) and will fuel even more the botting phenomenon since it would be at least convenient to farm countless hours hoping for Primals.
Primals v2 are a better implementation since they have next to zero impact on power creep and botting for them is next to useless. Anyway they are just a bit of flavour for people really interested in "finishing" their character and most people won't even care about them, save for getting one or two during a season if they play a lot.
Generally, Primals are just a "meh" addition overall. v2 is way better than v1, but any of the two have very small impact on gameplay. Blizzard should add new gameplay systems, not tiers of items which are already obsolete before actually coming to live.
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@OP: the bounty full run in CH 3 is a single objective or it's split for act like last season? I hated when i couldn't do it because of connection dropping halfway into it.
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Gems are baseline - boss mode is easy to do - years of war prolly the easiest choice. too bad ill need two chars for that.
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I'm all for solo builds, i was tinkering with a LoN/ES/Twister build but unfortunately multpliers aren't there at all. Also if i want to use ES i don't have room for Twister sword which imho is a too high dmaage loss.
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If you want devs to look at the thread, just better to post on official forums. I don't really know how much or if they even read this website.
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As usual, i'm making the new patch DH thread since i still feel it's my "main"
Currently there's not much running around for DH but i expect more to come over time.
This may be the thing needed for an Impale S6 build. I'm assuming the following:
- each knife will get the S6 bonus (reason behind the note or it would be OP against Guardians)
- each knife will get the energy regen from Karlei as it works for Ricochet rune
This makes room for a potentially working build; not going to the "new best build" but things to make that work are here. Imho the best runes to use will be Ricochet or Overpenetration due to them hitting multiple targets and multiply the Karlei hatred return.
Side note, since Dawn is mandatory in cube, no room for Greenstone unfortunately.
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I did some setups on planner, only "major" thing is that you have to choose between Karlei and Greenstone (cause Dawn is mandatory in cube). Anyway since Karley works with bounces provided by the Ricochet rune, i suppse it will also work with the new quiver making the hatred regen also much more reliable.
Maybe (just maybe) we can see other runes (penetration comes to my mind) in use with S6.