Power creep at maximum levels.
- TrueColdkil
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Member for 10 years, 1 month, and 7 days
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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2. yes, it does. Apart the missile turret which is labeled as fire.
3. they have hotfixed it
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But on the good side there are the tasker&Theo gloves, which boost pets attack speed. Given my wolves now crit something like 4 millions on elites (thanks SoJ :D) it's quite a nice improvement to damage. Also, i'm aiming to get the Marauder 4 set bonus, to have even more beasts out.
Physical build has less total elemental damage %, but the damage is increased for all the ability in my build instead of only CA + generator, so it offsets pretty well. If now i'm able to get a good pair of reaper's i'm going also with FoK, which i love and hits for quite a bunch.
EDIT: i don't know if only a part of the spell is turned into physical, but the affix boosts the entire spell damage since it's flagged as physical and i can confirm that (i ran the build with and without elemental affixes to see how number changed).
Don't know about the misssiles thing, but i will look at it - i know that if CA is fire on an empty place, no missiles spawn. Hope this is not true for bosses and/or it's not working as intended if behaviour is confirmed
EDIT2: well, wording from CA is pretty clear, it says "up to 3 rockets", which means if only one target is out, only 1 missile will fire. /sadpanda
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- elemental damage on weapons and increased elemental damage on gear are two completely different things. Elemental damage on weapons counts for the base damage ONLY which is the base damage used by skill multipliers and such.
- damage type on weapon counts only for standard attacks; all skills have an elemental type (even physical) which will override the elemental weapon damage type; thus rolling the damage type the same as your skills has basically no effect whatsoever.
- x% elemental damage is applied AFTER the skill damage calculation and thus counts the elemental damage on weapon (because it's counted before to determine the basic hit of the skill). Still, it raises the SKILLS DAMAGE, hence you won't see the elemental damage on your weapon increase because you have stacked a lot of elemental damage. they simply do two completely different things.
- worth remembering, atm elemental damage on weapon is bugged and is not counted by the "+x% damage" affix on weapons; this basically means that at the moment any "+ physical dmg" weapon with also a "+x% dmg" affix is simply superior than any other elemental weapon. Blizzard said this needs to be fixed, but we don't know when and if it will be a retroactive fix.
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Why Evasive Fire - well, more hatred generation than standard ones, hits 3 targets for a decent amount of damage and the physical dmg rune has 2 advantages: getting the elemental bonuses from gear and boosting survivability when needed without loss of control over your DH.
I don't use Vengeance not because it's not powerful, but the long CD makes it less useful - idally you want it ready when an elite pack/boss is up, but 90 seconds CD is too long for my tastes; also Wolf companinon already fits this place really good. Instead Prep+Punishment grants a truckload of hatred as needed, and Discipline regen is granted by Nightstalker (which works pretty well with CA and Ballistic due to additional attacks.
I'm passing over Archery, but is worth for a nearly endless supply of discipline/hatred. Also, my build is more discipline intensive than others which are passing over things like Cloak - i just prefer to stay on the safe side.
EDIT: CLoak with healing rune grants me enough healing to survive packs without worrying about healing stats on gear. We have already difficulties in raidng damae and toughness, so being able to pass over one of the three is pretty good.
EDIT2: very likely Reaper's Wraps are going to replace both Prep and Nightstalker. Instead of Prep I could put Vengeance or Rain, more likely the second one because of short cd and possible way to get 4 natalya.
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As a side note: the first hit with Frost Arrow or similar will already trigger Cull the Weak passive, even if the mob isn't already slowed - not a very big issue but nice to know.
Obviously Kridershot frees us from using a primary as hatred generator - this means we can make use of another secondary. Links to the build below
Standard - i'm not much a fan of MfD but contagion rune sounds pretty good for aoe/farming. Steady Aim is a fake dps increase - all it takes is one of the jumping little guys that are vitually unkitable and come in medium/big packs to negate the bonus. I'd go with Blood Vengeance which grants more FA spam.
With Kridershot- as supposed, FA become our main generator, but why FoK? Well, it hits for a load of damage and since it slows, it benefits from Cull the Weak. Also, this build doesn't use hatred at all, so i replaced Blood vengeance with Nightstalker for more cloak/vault. If you don't like that, you can choose another random/preferred hatred spender and keep Blood Vengeance.