8/23/2013 6:42:14 AM
I wonder if you will have to spend paragon points to get the current benefits from paragon MF/GF. As in you need to spend 100 paragon points to get the MF/GF cap.Posted in: News & Announcements
8/23/2013 6:42:14 AM
I wonder if you will have to spend paragon points to get the current benefits from paragon MF/GF. As in you need to spend 100 paragon points to get the MF/GF cap.Posted in: General Discussion
7/21/2013 2:18:27 PM
I don't specifically agree with your MF idea but everything else is amazing. Great job!Posted in: Diablo III General Discussion
7/21/2013 12:48:30 PM
This review is 3 months old. It was posted as constructive feedback on DHs in TianZi's: Demon Hunter eDPS (effective DPS) Issue - http://us.battle.net...69598165?page=1Posted in: Demon Hunter: The Dreadlands
I'll keep it's original format but keep in mind I wrote it before rapid fire was buffed last patch.
I am reposting it because I think it sums up my view of what DHs really want and definitely need.
I've been thinking about what kind of buffs DHs need for weeks. I've never tried to put it in words before but I'll give it a try now. It might be overpowered or ir might be underpowered, it all comes down to number adjusting. I'm just trying to provide a guideline into what is wrong with our class atm.
1) Hatred and hatred management
Increase maximum hatred to 150. Increase hatred generated from skills, runes and items (I understand that changing existing items may be against blizz policy, but still, please consider it or at least allow new items to roll as such) by 1/3.
Reason: I find that hatred generators already do quite a lot of damage compared to hatred spenders. Especially since they are spammable. Instead of buffing hatred generators in damage, I'd rather buff hatred spenders (wich I'll discuss in another point) so that they end up doing noticeably more damage than generators.
Increase base discipline regeneration by 100%.
Reason: DHs are pigeonholed into taking either preparation or nightstalker for disc, in some cases both (like in 2h xbow build without specific skills). That's 1 active and 1 passive skill we're stuck with. Unless we specifically get 4 piece legacy nats wich makes both those skills trivial. I at least find having to gear with stomething that no longer drops, just to overcome mechanics that could be better tuned, a nonsense.
Increased discipline regeneration would also favour +disc items wich currently no one bothers taking and SHOULD make managing discipline easier but people just ignore it and take nigthstalker simply because discipline fills too slow, even when you can preparation - having a faster filling discipline pool would make having say a 60 discipline pool (wich is a big dps loss) worth it over the base 30. Now it simply isn't.
Legacy nat users would see a 1/3 increase. They already have infinite discipline, I don't see this becoming an issue, especially since they loose a lot of DPS and EHP by sticking with it. If need be though, just nerf legacy net set bonus to 1 extra disc. That would keep their generation as it is now while still regening 1/3 more than base.
3) Hatred spenders
They need to be buffed. I'd say a 50% buff (coupled with the hatred changes I posted above) might be able to bridge the 30%ish dps bridge we need to cross in order to be better balanced. Not much else to say here.
4) Specific skills and passives
I'll go into a few skills & passives that I feel should be adressed in particular. I understand these are not the kind of changes you can easily make by tweaking numbers and may require some mechanical changes. Hear me out anyway please and keep in mind that where I tried to balance skills and or passives, I had the above buffs in mind as well.
I'm aware devellopers said they wish they knew how to make them better and are facing certain mechanic difficulties. A good idea would be to make them explode on hit. The same could be applied to runes that throw grenades.
If you stand still too much in inferno, you're dead. Even if you're a facetank Dh you still need to move eventually. Rapid fire punishes moving too much because of it's initial cost. Either lower it or make it like strafe, with no initial cost but higher channeling cost.
Withering fire could become a free initial cost rune if you lower the initial cost or reduce the channeling cost if you choose to distribute the initial cost to channeling.
There's a big disparity in elemental arrow skill because of ball lightning and nether tentacles range. Not to mention no rune can compete with ball lightning.
I'd increase the size (and hit range) of screaming skull and lightning bolts.
A good fix to frost arrow would be to increase the ammount of shards that break off the first target. Currently it just breaks off 3 or possibly 4 arrows and there's no way it can compete with ball lightning aoe.
Buff nether tentacle lifesteal. Double it, in fact. Make it 6% LS and suddenly we might see a lot of people going back to smokescreen as opposed to shadow power gloom.
Bring back the initial duration of 2s, 3 with lingering fog. I understand this would have consequences in PvP, but then again, you've said it yourselves, it's just meant to be for fun. Make it a real choice to either take shadow power or smokescreen. As it stands, it isn't. With increased dps, disc regeneration and a decent duration, smokescreen would definitely be a choice.
Fan of Knives
Increase the base range to 20 yrds, make hail of knives 30 yrds. Reduce cd to 8s.
Reduce arming time to 0.8s. 1.4s for long fuse.
Reduce cd to 6s.
Remove the move speed penalty. Drifting shadow could increase speed while strafing to 130%.
This skill definitely needs some additional damage to make it useable on mid to high MPs, even with the base dmg increase I proposed above to all hatred spenders. Something like making strafe shots have 100% pierce chance or hit for a little aoe splash damage would be my solution.
Haha fooled you. With the changes I suggested to hatred generation and the damage boosting of hatred spenders, this skill would be fine. Our own version of bells or hota.
Rain of vengeance
I'd apply the 50% damage buff I gave the hatred spenders to this skill as well. Still, even with a damage increase, the cooldown would be too high for how random this skill is. I'd lower it to 25s cd or even 20s.
Give vengeance the party archon treatment. It's useless in parties unless you're more worried about sniping health globes than actual demon slaying.
This is one I'm particularly proud of. There's only one thing I'd do here. Bake Thrill of the hunt into it. Making it something like:
As long as there are no enemies within 10 yrds, all damage is increased by 20%. In addition every 7s, your next skill that costs hatred will immobilize ALL targets it hits for 2s.
Let's face it, thrill of the hunt is terrible outside of 1 or 2 brawling matchups. But it can save Steady aim - making playing at range not just about nuking your oponent before it gets to you, but also about slowing it.
Cull the weak
Too unreliable for too little damage, outside of one or two skills while using a cold damage SoJ. Make it a bigger damage increase. 25% maybe?
Change it to also have a chance to award a little bit of hatred on crits. 2-4.
Make it stack above the move cap. It's absolutely useless now.
Bows need love. Increase bow damage. Possibly 20 or even 25%.
Dual wielding needs even more love. Add a dual wielding effect and make it a 10% increase to atk speed as well as the current 10% crit chance it currently has.
Xbow bonus is underwhelming. Up it to 75% crit dmg.
In addition to the current effect, give it a 10% crit damage bonus per tick. Make it last 3s after you crit before resetting.
In addition to the rocket damage, give it a 50% chance to stun oponents.
This is my take on what DHs need. What is yours?
7/20/2013 3:48:16 PM
Posted in: Diablo III General DiscussionQuote from LegDropperQuote from StoneTheRockIn case you're not aware, there seems to be a bug going on with the chat channels that causes them to be nearly empty. The blue posts about it are still on the top 5 diablofans blue tracker.
hmm i think current number of public games in softcore is bugged too only showing 1,731 available.
over a million play per day.... with 3 million playing per month...
i flunked my honors math classes every year... just like i flunked every other class but was promoted with no questions asked...
i guess i dont know how to equate these numbers....
I was just answering the point you made. I have no idea how to get reliable player numbers, in fact the only people who probably can are devs.
But I did notice a big issue with your numbers. You're only accounting for one region. There's 3.
7/20/2013 2:57:56 PM
Posted in: Diablo III General DiscussionQuote from LegDropperi log in and see 10-20 people in general chat used to say 99 every time.
In case you're not aware, there seems to be a bug going on with the chat channels that causes them to be nearly empty. The blue posts about it are still on the top 5 diablofans blue tracker.
7/17/2013 4:46:30 PM
I don't think WOW has any weight whatsoever compared to D2. It's been final pretty much since 2005 well before WOW ever came out. I don't think RMAH profits have anything to do with it either.Posted in: Diablo III General Discussion
D3 is a no sub game and we're getting patched just like D2 did back in 2000. Wich is when they felt like they had something to patch. D2 was a shade of what D2LoD was. If this means D3 will be an awesome game by the time the expansion hits I'm fine with it.
7/17/2013 9:45:31 AM
Posted in: Diablo III General DiscussionTwo of the issues we’ve been thinking about while working on patch 1.0.4 have been what to do with Magic Find and how to give level-60 players who aren’t satisfied with the item hunt something more to strive for. I’m sure many of you are aware of the blog we posted proposing some different Magic Find gear-swapping solutions, as well as our general thoughts on how rewarding the game is once you hit level 60. The Paragon system is designed to help us address these concerns -- but before we get into exactly how it works, let’s go over these two core issues in a little more detail.
7/17/2013 8:45:04 AM
It was the second case and for whiny reasons. Does it even matter? Paragon fixed MF swapping.Posted in: Diablo III General Discussion
Paragon levels are an important part of better loot and this is why I am in favor of making them account wide. I want to be able to play whatever class I feel like playing at that moment without having to worry about not getting any decent loot. Or lets say the last patch nerfed your class and compromised your farming eficiency and you want to play a barb instead.
The only thing I don't agree with is having a max lv paragon char farming experience for other characters. If MF and GF was account wide then there'd be no reason to complain your other characters weren't. In fact, it might make paragon lving on alts a fun goal.
The reason why I feel they are making paragon account wide for all characters, not just the MF and GF is probably because they are going to add some valuable perks to it that would make playing a lower level paragon character weaker compared to your paragon main.
Honestly, even if the levelling is much faster these days thanks to the extra exp from high MPs and the monster density changes, paragon 100 is still a hard goal to achieve. I see a lot of people complaining about how "casual" paragon 100 is and I feel like laughing. In the last year I must have played at the very least 30 min a day, with some days going well over 6h. And I'm still paragon 96, nearing 97. In fact, from my RL friends, the only ones that have hit paragon 100 "fast" were the botters. And sadly there's a lot of botters running around speaking of how easy it is to level your 100 paragon chars.
7/17/2013 7:21:17 AM
Posted in: Diablo III General DiscussionQuote from VTurthQuote from CataleptBlizzard added paragon levels as a way to get rid of MF/GF on gear, and to give us long-game players something to do. It's probably not useful to forget that dual purpose.
I don't think they added MF/GF as way to get rid of that stat on gear. I think they added it as a bonus because they really don't have many options for a bonus. They added stats and tossed in the mf/gf.
Actually they did. A year ago a big part of D3 players were carrying a full MF set and swapping to it just before they got a kill on an elite pack or boss. There was a big movement of players asking the devs to end this practice, and they came up with several options to penalize MF swapping but in the end they went with the paragon system to kill two birds with one stone - add some progression sense to the game and to ensure people didn't have to run around with wasted stats on MF or swapping just before a kill.
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