T3 or T6 isn't exactly the criteria . . . in fact, I would argue that killing this many mobs in T3 this quickly is highly likely to be more effective (legendary/xp/hr) than farming T6 with toads issue that started this thread. Toads were good for knocking down elite packs / bosses quickly but nowhere near as efficient as this in mass pack farming.
Add to this that it is essentially mindless 1-button spamming . . . I'm quite certain if whirlwind barbs or homing, double-exploding toads aren't within the game design Blizzard is looking to promote, this 1-button 50 yd damage/heal spam won't be either.
- 12/3/2013 2:48:52 PM Posted in: Diablo III General Discussion
12/3/2013 8:40:35 AM
Posted in: Diablo III General DiscussionQuote from Zeyk23Honestly I don't think a build is even in the running for being considered OP until it can farm Torment 6, unless there's something else incredibly broken about it.
Quote from Bleu42Holy crap a free, no cooldown 627% 50 yard AOE that heals on use Oo
12/3/2013 12:28:06 AM
L M A O . . . add Breath of Heaven / Scorn rune with helm that has 50 yd radius / 50% decreased cool down affix to this list:Posted in: Diablo III General Discussion
12/2/2013 12:23:13 AM
What exactly did they fix? / link? Because, even though after I better understand the combo, I can agree it was a bit overpowered, I don't think it was ever "bugged" in the true sense of the word. It was poorly designed / conceived and thus offered greater benefit than intended but I wouldn't say bugged. It seems in order to fix it, it would take a change to the affix or the core skill . . . and too nerf the skill because of a poorly designed legendary wouldn't make sense so I'm hoping they changed the affix.Posted in: Diablo III General Discussion
11/29/2013 11:10:55 PM
You know what, the original wording of spiders is different than jar and does say "Throw a jar with 4 spiders that attack nearby enemies for a total of 120% weapon damage as physical before dying." Key words being "for a total of." In current D3, I never used the Toads skill much because the targeting is sketchy/random. However, after reading a bit, it does look like your read was correct and each toad can do do that much damage if it hits . . . but that normal targeting and randomness of their direction doesn't make it common for all 3 to hit unless you are right on top of your target.Posted in: Diablo III General Discussion
Thus, in this case, the powerful damage amping part of the legendary may have as much to do with the "homing" part of the effect (each toad now guaranteed to connect) as it does the chance for the double explosion. When read this way, the homing+the double explosion chance does make for a bit of an overpowered legendary. It is still not doing all the work we are seeing in these videos on it's own (that is more the high number of chances per second for crushing blow damage that come from handfuls of fast casted double exploding toads) but it does likely make for a spammable skill that is too strong. Perhaps one or the other - "homing" or "chance for double explosion" - but not both would be more appropriate.
11/29/2013 10:43:01 PM
Posted in: Diablo III General DiscussionQuote from Bleu42CB might be OP, I'm not sure, but it's still apparent someone didn't do the math here;
Yea, let's give WD's (with 1 certain legendary) a quick casting, no cooldown, no mana cost spell that does a total of 1470% weapon damage.
Before anyone rages, I'm talking the 245% explosive toads rune. x6 = 1470.
Now THAT is op. No question about it.
That would be awesome math if each individual toad did 245% damage. I suppose you believe each blazing spider in a jar does 230% damage as well.*
*apologies as my previous understanding on toad mechanics was not correct and the sarcasm above wasn't merited -- see post below about homing, etc.
11/29/2013 12:01:27 AM
You make a claim that it has been tested without CB . . . and then link yet another video showing crushing blow at work. Show me a vid where he shows 0% crushing blow on his character sheet and then proceeds to insta-kill a boss with just this skill and legendary at the same speed in T6 and I'll start to pay attention.Posted in: Diablo III General Discussion
The only thing the legendary does is guarantee the toads will find a target and give them a double explosion. This definitely amps the damage potential but not to the tune we are seeing in these videos.
11/27/2013 3:00:25 PM
It has far more to do with Crushing Blow and how it interacts with the skill than it does the skill alone. Each one of the toads hits twice (explodes twice due to legendary), there are three toads per cast, he can get many casts off in a small amount of time, and he has high crushing blow chance. That gives him many crushing blow chances in a very small window. For the final bit of health that crushing blow isn't as effective on, he still has very high damage (1.4 mill DPS which doesn't even account for other gear he has that increases % damage of Fire based skills as well as % Splash Damage - another new DPS skill that scales well with many double-exploding toads). Anyway, note how the final 25% of health comes off slower in the vids than the first 75%.Posted in: Diablo III General Discussion
Long and short, Blizz needs to rethink Crushing Blow design more than Plague of Toads design.
1/28/2013 12:02:43 PM
Two things would open the game up beyond Act III:Posted in: Diablo III General Discussion
1) Adjust mob density to even it out between all Acts - I'd say bring the others up to Act III density
2) Allow for full-game access -- all way points through all Acts. In other words, if you have the final checkpoint in Act IV for Inferno, select that and now you can go to any waypoint in any act while keeping stacks.
Yes, people would still find the 5-10 most effective zones to farm for a min-maxed efficiency route but it would definitely open the experience up.
Beyond that, a further wishlist to deal with variation and mob density would definitely be randomized maps, endless dungeons, etc. I suspect we'll get there over time, through expansions, etc.
1/25/2013 9:38:42 AM
It's an interesting variation but for low MPs, it doesn't stack up very well against Acid Cloud build variations (fast mob death and correct passives give you all the mana return you need), and for high MPs it doesn't stack up well to Bears build variations (using VQ plus Spiders would let you spam a higher damage spell like Bears as infinitely as you are spamming Spirit Barrage). A single-target spell for your main damage output is severely limiting. Granted you runed it for the extra hits but those are at very low weapon damage. That said, if you enjoy this type of play style more, that's important so keep on keeping on.Posted in: Witch Doctor: The Mbwiru Eikura
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