Exactly, I never said that holy cause = weapon mastery.
Just keeping it clear. He suggested a passive similar to Weapon Mastery, and you said Holy Cause, and the latter doesn't add near the damage that the former does.
Okay, so let me get this straight - everybody enjoys playing a class where you're pretty much forced to take one specific passive and play one specific playstyle?
That's not what people are saying; they're saying the Crusader doesn't need to be made viable with a 2-hander and no shield. Heavenly Strength being "mandatory" is another issue.
The Crusader already has access to the 2-H "playstyle," which is maximizing damage-per-resource-spent and cooldown-based skill damage. He just also has access to a shield at the same time. How would 2-H alone differ from 2-H + Shield as a "playstyle," you just take more damage and can't use half the skills?
Well, Holy Cause is there but you need to have holy damage on your weapon for it to be viable. I suppose they could add something else as well, unique to 1 handed weapons.
Holy Cause only adds 10% to the weapon damage, not all damage. It's not like Weapon Mastery with a sword/dagger. It'd be like having a +10% damage affix on your weapon (that actually affected holy damage). Which isn't bad, but isn't Weapon Mastery.
You're only looking at one side of the coin - yes, you can play for hours and hours on end with no guarantees you'll find what you want. The flip side of that, however, is that you can also play for 10 minutes and find exactly what you want. It's just a different type of game, and that has its merits. Finding the piece of gear you've been hunting for in a random environment is a total rush because of the fact that drops are random and you could've gone months without finding it.
Personally, I prefer the randomness to the guaranteed because I'd rather have the chance to find what I want in a couple of hours, instead of the guarantee I'll get it in one year (to use your example about the Crusader shield). Like you, I'm an adult; I have responsibilities and I can only play a couple of hours here and a couple of hours there. I like knowing that during those couple of hours, I have a chance to find a sweet piece of gear. What you're describing, the system where you constantly make small progress toward your goal over many play sessions, that sounds like a job.
I also like the freedom that's provided by the fact that there are relatively few ways to short-circuit the lottery system that's in place. If I want a Blade of the Prophecy for my Crusader, all I can do is just play, and gamble for 2-handers. Lets me focus on the journey, not the destination.
unless I'm missing something I think we need to see the Thunderfury?
It would probably help, although I think Thunderfury always rolls lit damage, mainstat, and socket, so he really just needs to know what the 4th primary should be.
I have kind-of a lame one, I salvaged a Skywarden (random Law every 60 seconds) because it rolled with no STR and no socket, without realizing I could've just rolled INT on it and given it to my Enchantress. I know it's more a novelty than a real loss, but I would've liked it for sure.
I think that most of the upcoming changes will just be adding diversity to skills whose runes are primarily one element; for example, Fist of the Heavens is all lightning except the first rune.
However, I don't think every element needs a 'theme'; I mean, I don't want every lightning skill do something stun-oriented or every cold skill do something chill-oriented because those things don't need to stack. Those elements also need heavy-hitter type aspects as well.
Also, if fire is going to continue doing the most damage, then it should have the least amount of gearing options to improve the damage further; fire should be the option if you don't want to stack +elemental on your gear, and if you want the utility options associated with the other elements, you should be able to stack +elemental to catch up to fire.
[Profile]
[In-game Stats 1] [In-game Stats 2]
So with the current setup, I can solo a T1 rift in about 20-30 minutes. I feel kind-of stumped on what to gamble for, what to enchant for, and whether there are any skills that would fit better in my build.
I am thinking about giving up that socket on the helm for crit chance, but I want to test a diamond in there first. I know Andariel's is really popular, but is the fire damage too much for HC?
And I need to reroll something on those shoulders, haven't decided if it'll be Overpower (which I do use sometimes, but with WW instead of HotA) or the life regen. But for what? All Res?
Would really appreciate any comments you guys have.
But the point is putting an infinitely increasing system on RNG, something the player cannot control in any way, is stupid. As I said, I would be fine if removing the increasing costs meant they made the base cost more expensive. I'd be ok with 200K+ per enchant if that was what they wanted, but it just keeps stacking up forever so if RNG messes you up, the amazing item you had suddenly becomes unusable because the cost of another roll is astronomical.
Just because you don't like it, doesn't mean it's stupid.
The increasing cost on enchanting acts as a flexible limit to the number of times you can enchant an item. As others have said, if there was no cap the amount of times you could enchant, it'd just be a matter of time before you got exactly what you wanted. Rather than set some arbitrary number of times, the increasing price means players can spend as little or as much as they want. It's a great system.
so if RNG messes you up, the amazing item you had suddenly becomes unusable because the cost of another roll is astronomical.
If your item needs enchanting, it's not amazing. It's potentially amazing, if you get the enchant you want, and it's appropriate that there's a possibility you won't get it because it becomes to expensive. Enchanting is only there to provide you a chance to correct an undesired affix. You're not entitled to it.
Either way you're missrepresenting his point and you know it.
He's a big boy, he can handle a little teasing. He's on the forums whining about not winning the RoS lottery yet after 2 weeks, I'm supposed to take this seriously?
Wouldn't it be better to reroll avalanche into earthquake damage? With this set u will definitely use earthquake after all. Using both avalanche and earthquake would seem to be a bit much, don't it? Much better focus on earthquake it seems...
Good thought, but I don't know if they can have Earthquake damage - it's not on the list: Spires of the Earth.
Interestingly, Avalanche seems to be the only Barb option ....
The fact that it now pierces, does more damage than Disintegrate AND can create black holes to deal an additional ton of damage on top of the damage from the beam? Or the rune that decreases the cost to practically your base regen rate?
Think deeper, I am more than willing to help with offering suggestions but it seems like you didn't even bother to take a look at the options this opens up. And yes some times skills require certain items to reach their full potential.
Whoa whoa whoa, tiger. That's a bit out of line.
1) Ray of Frost (510%) does not do more damage than Disintegrate (511%), though it's slightly cheaper (2 ap). That does equate to more damage per AP, but not more DPS. If there are some specific reasons you like the extra AP over time, by all means let's hear them. That's part of the discussion I'm trying to have.
2) If by "black holes" you're referring to the ice clouds that Black Ice creates, then I already said - it's counter-intuitive. If Ray of Frost kills a monster and leaves the ice cloud, the monsters behind it are most likely to also die from Ray of Frost before they reach the cloud because they're either a) the same type of monster that died to create the patch, thus having the same hitpoints and dying around the same time anyway or a different monster with more hitpoints, but has been slowed by Ray of Frost and may die before it gets to the patch.
3) I don't have AP issues when I'm using Disintegrate, so I don't put a lot of value on the rune that makes Ray of Frost cheaper. Again, if you have some particularly uses for the extra AP, I'd like to hear them because I don't.
You are missing an offhand that makes ray of frost pierce enemies.
Hahahaha, so what you're telling me is that the only way Ray of Frost competes with Disintegrate is by using an item that makes it behave just like Disintegrate. Maybe they should just put a cold rune on Disintegrate and have done with it.
With that offhand you can find some fun and efficient uses for a lot of the RoF runes in addition to piercing that I feel disintegrate just can't offer.
Like what?
Numb I guess is nice because you get the slow without needing Temporal Flux passive, but that's all I can think of. Black Ice it's counter-intuitive because the enemy dies and leaves the ice patch, but the other enemies behind him are slowed by Ray of Frost and maybe don't make it there. Sleet Storm doesn't change, and Snow Blast is the same as Intensify. I guess that would give it a place in an all-Cold build though.
0
Just keeping it clear. He suggested a passive similar to Weapon Mastery, and you said Holy Cause, and the latter doesn't add near the damage that the former does.
0
I don't think it needs to be "made viable", assuming by 'viable' you mean 'can farm T3+'
If someone wants to horse around with a shieldless build I think that's fine, there are 5 difficulties below Torment that I'm sure he could handle.
More like doing a melee-weapon DH.
That's not what people are saying; they're saying the Crusader doesn't need to be made viable with a 2-hander and no shield. Heavenly Strength being "mandatory" is another issue.
The Crusader already has access to the 2-H "playstyle," which is maximizing damage-per-resource-spent and cooldown-based skill damage. He just also has access to a shield at the same time. How would 2-H alone differ from 2-H + Shield as a "playstyle," you just take more damage and can't use half the skills?
Holy Cause only adds 10% to the weapon damage, not all damage. It's not like Weapon Mastery with a sword/dagger. It'd be like having a +10% damage affix on your weapon (that actually affected holy damage). Which isn't bad, but isn't Weapon Mastery.
0
Personally, I prefer the randomness to the guaranteed because I'd rather have the chance to find what I want in a couple of hours, instead of the guarantee I'll get it in one year (to use your example about the Crusader shield). Like you, I'm an adult; I have responsibilities and I can only play a couple of hours here and a couple of hours there. I like knowing that during those couple of hours, I have a chance to find a sweet piece of gear. What you're describing, the system where you constantly make small progress toward your goal over many play sessions, that sounds like a job.
I also like the freedom that's provided by the fact that there are relatively few ways to short-circuit the lottery system that's in place. If I want a Blade of the Prophecy for my Crusader, all I can do is just play, and gamble for 2-handers. Lets me focus on the journey, not the destination.
That's my take on it.
0
0
0
However, I don't think every element needs a 'theme'; I mean, I don't want every lightning skill do something stun-oriented or every cold skill do something chill-oriented because those things don't need to stack. Those elements also need heavy-hitter type aspects as well.
Also, if fire is going to continue doing the most damage, then it should have the least amount of gearing options to improve the damage further; fire should be the option if you don't want to stack +elemental on your gear, and if you want the utility options associated with the other elements, you should be able to stack +elemental to catch up to fire.
0
[In-game Stats 1] [In-game Stats 2]
So with the current setup, I can solo a T1 rift in about 20-30 minutes. I feel kind-of stumped on what to gamble for, what to enchant for, and whether there are any skills that would fit better in my build.
I am thinking about giving up that socket on the helm for crit chance, but I want to test a diamond in there first. I know Andariel's is really popular, but is the fire damage too much for HC?
And I need to reroll something on those shoulders, haven't decided if it'll be Overpower (which I do use sometimes, but with WW instead of HotA) or the life regen. But for what? All Res?
Would really appreciate any comments you guys have.
2
Yeah, because the official forums are just a hotbed of rational discussion.
0
Just because you don't like it, doesn't mean it's stupid.
The increasing cost on enchanting acts as a flexible limit to the number of times you can enchant an item. As others have said, if there was no cap the amount of times you could enchant, it'd just be a matter of time before you got exactly what you wanted. Rather than set some arbitrary number of times, the increasing price means players can spend as little or as much as they want. It's a great system.
If your item needs enchanting, it's not amazing. It's potentially amazing, if you get the enchant you want, and it's appropriate that there's a possibility you won't get it because it becomes to expensive. Enchanting is only there to provide you a chance to correct an undesired affix. You're not entitled to it.
0
He's a big boy, he can handle a little teasing. He's on the forums whining about not winning the RoS lottery yet after 2 weeks, I'm supposed to take this seriously?
2
So you haven't had any set items drop, except for the set items you've had drop. Got it.
And you haven't had any legendary items drop, except for the legendary items you've had drop. Okay.
Looks like it's impossible, man. If only the monsters had a random chance to drop items when you killed them, and you killed a whole lot of them.
Somebody's gonna make a lot of money when they figure that one out, let me tell you.
0
Good thought, but I don't know if they can have Earthquake damage - it's not on the list: Spires of the Earth.
Interestingly, Avalanche seems to be the only Barb option ....
0
You mean, Cobra Commander look!
0
1) Ray of Frost (510%) does not do more damage than Disintegrate (511%), though it's slightly cheaper (2 ap). That does equate to more damage per AP, but not more DPS. If there are some specific reasons you like the extra AP over time, by all means let's hear them. That's part of the discussion I'm trying to have.
2) If by "black holes" you're referring to the ice clouds that Black Ice creates, then I already said - it's counter-intuitive. If Ray of Frost kills a monster and leaves the ice cloud, the monsters behind it are most likely to also die from Ray of Frost before they reach the cloud because they're either a) the same type of monster that died to create the patch, thus having the same hitpoints and dying around the same time anyway or a different monster with more hitpoints, but has been slowed by Ray of Frost and may die before it gets to the patch.
3) I don't have AP issues when I'm using Disintegrate, so I don't put a lot of value on the rune that makes Ray of Frost cheaper. Again, if you have some particularly uses for the extra AP, I'd like to hear them because I don't.
0
Like what?
Numb I guess is nice because you get the slow without needing Temporal Flux passive, but that's all I can think of. Black Ice it's counter-intuitive because the enemy dies and leaves the ice patch, but the other enemies behind him are slowed by Ray of Frost and maybe don't make it there. Sleet Storm doesn't change, and Snow Blast is the same as Intensify. I guess that would give it a place in an all-Cold build though.