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    posted a message on IK 6pc Set - Guaranteed Nerf coming - How much is enough?

    I wish they would have just fixed some of the many bugs that were making it over perform first, and then saw where it was. While it can certainly still compete with other classes/sets, it's with yet another great at AOE sucks at STD build. My hope was that they would find a way to make IK a good STD/moderate AOE set, and allow for multiple different builds to be effective-ish (I really want HotA and SS to be viable).


    Instead, it doesn't really give a much different feel than Reakor, at least to me. I hope they re-revise the set. It certainly was way to powerful in the last iteration, but I feel like they could have brought it inline with other sets without ruining the viability of some of those other skills.

    Posted in: Diablo III General Discussion
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    posted a message on IK 6pc Set - Guaranteed Nerf coming - How much is enough?

    Yeah. It has a lot to do with the double dipping on leg gems, bloodshed, and slaughter.


    There are a few things that probably weren't intended to benefit from the 500% bonus that are, and that really skews how much damage the set does. Once those things get fixed, then players can test again and see if it's still out of tune.


    It's certainly broken in it's current state. I just don't think that a change from 500% to 100% is the answer. I think it's more about finding some of the things that are benefiting that shouldn't be, and then checking again. My guess is that at least basic builds (WW, SS, HotA, AS) will end up being more or less in tune at that point. If the set got nerfed to 100%, many of the spenders just wouldn't be worth it.

    Posted in: Diablo III General Discussion
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    posted a message on IK 6pc Set - Guaranteed Nerf coming - How much is enough?
    Quote from Heledar»

    For people saying that the nerf to 100% is too low: you would be able to clear GR 54-55 with that.


    For the math:

    Damage with IK atm = 600% (100% + 500%)

    Damage with IK (considering 6pc is 100% bonus) = 200% (100% + 100%)

    Effective nerf = 600/200 = 3 times less damage

    Now monster health goes 17% higher at every grift level. Meaning that a difference of 7 levels makes for a difference of nearly 3 times the health

    So if barbs can clear GR61 on PTR, they'd be able to clear GR61-7 = GR54 with a 100% IK 6pc

    By the way no IK 6pc would probably be able to clear 49 or higher.


    Having "only" a 100% would keep barbs in a good position while retaining the build diversity the barb has atm. It would even make the barb the best class in solo with wiz.


    So people, stop crying about 6pc being as "low" as 100%, it still is pretty good (even though all runes perma wotb + perma ancient is already very good for a 4pc).

    The issue here is that there are a couple of very specific builds that are able to do those high Grifts, and then a bunch that fall closer in line with other classes. Those builds usually revolve heavily around a skill that already has a set (FC) and it's complementary legendary. Also, because it's non-specific, that 500% ends up counting for leg gems and stuff, which other set bonuses do not.


    If they narrow the bonus to some skills (SS. HotA, AS, CotA), then we can see if 500% is still to much. If it is, my bet is that it can be tune to like, 400% and be fine. I ran a HotA build with the new IK, and while it was good (with really good gear), it certainly didn't feel much stronger than M6 (which is the build I use to compare to).


    This gives the set some flexibility, but reduces the damage of skills that have sets (WW, FC) so that IK just isn't better with them.


    The other option is to break the bonus into 2 bullets:


    - While WotB and CotA are active, gain 100% increased damage

    - While WotB and CotA are active, also gain 300-400% increased damage from SS, HotA, AS, and CotA.


    This maintains some flexibility, while bringing the outlier builds closer in tune,

    Posted in: Diablo III General Discussion
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    posted a message on making loot tables differ from act to act?

    Differing loot tables aren't bad, it's just that they invite a particular gameplay that certain people may not like (much like every other design decision).


    For me, I wouldn't want differing loot tables because I would then feel compelled to farm a very specific monster/area (in the case of the OP suggestion, act) to get the item I want, thus making for a very boring play session. While rifts can feel monotonous, they do have varied monster types and layouts, which individual acts have less of (which is why bounties get boring for me very quickly).


    Having different drop tables could also have an undesirable effect on multiplayer. If the item I really want to farm is on the Act 3 drop table (and thus that's the best way for me to get it), and my buddy really needs some item from Act 5, we have to sacrifice each other's efficiency at getting the item we are each looking for, in order to play together. So we either don't play together specifically because the drop tables are different, or we play together, and have a lower chance of finding the items we want in a given play session.

    Posted in: Diablo III General Discussion
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    posted a message on Set Design Suggestion

    I’ve been thinking a lot about set design and the rationale behind it recently, and since there are so many set changes coming in 2.2, I figured now is as good a time as any to share. I’m sure someone has suggested this before, but I’ve not seen it suggested with a large explanation, so I figured I’d put it out there.


    Currently most 6-piece sets only have 6 pieces, meaning your options are to wear all 6 pieces of gear, or swap in RORG and wear 5. This, to me, limits gearing options quite a bit, and in many cases makes RORG feel mandatory, as some legendary affix on an overlapping piece far outweighs the cost of a ring slot (cindercoat/Prides fall for live M6 builds). This type of issue may only get worse as more armor with legendary affixes are added to the game.


    Suggestion:


    I like the idea of keeping sets at the 2/4/6 bonuses, because then they can be powerful, as you have to take up 6 slots in order to get 3 legendary bonuses. The opportunity cost makes sense. What I don’t like, is that sets have so few pieces that gearing starts to feel very pigeon-holed. You have one set slot that you can choose to not use, and that’s at the cost of a ring slot. I don’t mind having to make choices (in fact I encourage designs to be that way), but I feel the current set up is just too restrictive.


    The suggestion I have is to normalize the slots that sets come on, and then make each set take the same 8 pieces(gloves, shoulders, helm, torso, belt, pants, boots, bracers). I like this 8-slot set-up because each set becomes an “armor set”, making it thematic. . The goal of this is two-fold:


    1. Allow more diversity in gearing combinations with sets
    2. With the increased flexibility of sets, RORG may not feel required in some cases, though it will still retain it’s usefulness.

    The idea here is that by having all sets use all the same slots, we know that the best a player can do for combining sets is to get the 4-piece bonus of two sets (or the 2-piece bonus of 3, if they so choose). So we know that the 6-piece bonuses will be mutually exclusive. We also know that if they choose to use the 4-piece bonus of 2 sets, they have to either use all 8 armor slots, or use 6 of them, and then use the RORG. This allows a lot of flexibility, but still offers the developers ways some knowns for balance purposes.


    When the goal is to only use one set, the player has a choice of which set slots to fill, and which ones to put legendaries in, as well as the choice to give up a ring slot for an additional legendary in an armor slot. My hope here, is that as new powerful rings are added, RORG won’t feel so mandatory for all set builds, but offers the flexibility in case a player wants it.


    As new legendaries are added to the game, the hope is that a group of legendaries should be able to compete with sets, so that players have options. Set’s could be the quickest path to power, and then as a player collects some of the rarer legendaries, they will have the option to forgo a set and build around a group of legendaries. This, in my opinion, would make the game fun for both casuals and hardcore gamers alike.


    An Example


    For this example, I’m going to use the current PTR version of the IK set bonuses:

    (2) Set Bonus: Call of the Ancients lasts forever

    (4) Set Bonus: Call of the Ancients' melee attacks deal 600% weapon damage in a 15 yard radius

    (6) Set Bonus: The duration of your Wrath of the Berserker is increased by 0.25 seconds each time an Ancient deals damage


    The first thing that would need to be done for my suggestion, is to change the pieces around, so that it matches the 8-piece configuration I talked about earlier. The IK boulder breaker (the weapon), can be converted to a regular non-set legendary (see BK set and BK ring for precedence).

    There are currently 2 legendaries is the updated set slots that synergize with an IK build: taskers and the all-rune WOTB pants. In this model, a player will likely choose to wear both in conjunction with the set. To create more choice, more legendaries could be created that create competition. Let’s say that the following legendaries are created:

    1. Torso : Call of the Ancients call’s an additional Ancient to fight for you.
    2. Helm: Hammer of the Ancients deals x% more damage for each Ancient summoned.
    3. Boots: While WOTB is active, generate X fury per second

    Now, there is a lot of choice to be made. There are plenty of standard legendaries in the bracer slot that are helpful (reapers wraps, strongarms, Pathan defenders), there are barb-only belts and witching hour, there are the WOTB pants, taskers, etc. There’s always the option to use RORG and use 3 of these, sacrificing a ring slot for it.


    At the same time, a build becomes possible without using the full set. A player could choose to use only the 2-piece bonus of IK (belt/shoulders), and then use taskers, the new helm, new torso, new boots, reapers wraps, WOTB pants, to create a build for which most of the damage comes from the barbarian, and the ancients are mostly there for the damage buff to HOTA, with some bonus passive damage.


    There are a bunch of choices to be made here, allowing for a lot of interesting combinations. While I’m sure a “best build” for end-game would emerge from this set-up (because math always points to a best build), at least players would have options that look to be T6 efficient at the very least.

    Posted in: Diablo III General Discussion
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    posted a message on Other class sets

    My best guess is that the next content patch after 2.2 (the one between season 3 and 4), will update the remaining sets ( Vyr's, EQ, helltooth, jade, etc) and add an additional set to the remaining classes (perhaps 2 for the sader), so that each class has 4 sets.

    Posted in: Diablo III General Discussion
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    posted a message on SSS Comeback with Innas?

    I tried with the following gear setups:


    Inna's + crudest boots

    Inna's + FOE

    Inna's + Torch


    And I tried all of that both with and without Wuko. Though what I was most focused on was how it performed without it.


    For skills, I basically tried everything for about a rift, since this is the set I wanted to be good.


    I ran FOE with sudden assault (with WOL: plillar during the down time). I tried with a bunch of supporting skills set ups (combinations of allies, runes of epiphany, EP, etc). Without the wuko buff, EP feels so underpowered. Then I ran FOE with incinerate, with both WOL fire rune and LTK.


    Then I went all-in on Torch and ran pillar, and then switched in all the skills the the allies can do (CS, EP) in various combinations.


    Ultimately, the damage potential just doesn't enough, at least that I could find. I realize that with the mantra bonuses from (2) and (4) give it some defensive bonuses, and thus it probably shouldn't do exactly as much damage as wuko (or M6 or other full damage sets), but the damage is so low that it's kind of laughable.

    Posted in: Monk: The Inner Sanctuary
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    posted a message on [PTR 2.2] Undocumented changes

    sidenote: I like how they added 2 new pairs of gloves without legendary powers.


    Thanks for the info bagstone.

    Posted in: Diablo III General Discussion
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    posted a message on SSS Comeback with Innas?

    In my testing last night, I was pretty underwhelmed with the new Inna's bonuses, at least on their own. I was running it with Wuko, so it was just extra damage, but when I tried it on it's own, to get a feel for it's power on it's own, it felt pretty mediocre.

    Posted in: Monk: The Inner Sanctuary
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    posted a message on Let's talk about Delsere's Magnum Opus
    Quote from Hynegard»


    Yeah. Arcane Orb needs a legendary that makes it more viable, or needs a flat out buff, so that it's damage is worth the arcane cost.


    Well, all Runes is out of the question, too much conflicting. Reduction of cost, like Monk, is possible, stacking with Cindercoat would allow us to spam it. Maybe something like if 5 or more enemies are hit by AO, refund cost? That would be interesting, although useless for Boss.

    True about using all runes. I was thinking of something possibly like vile wards do for charge, where the damage increases for enemies hit. Wouldn't be great for guardians/single targets, but would be fun for super AOE.


    Alternatively, something like Liquirius suggested, and have it scale based on distance travelled. Which creates an interesting positioning meta.


    Basically, it just needs something that makes it worth the large cost in AP. I wouldn't be totally opposed to something like the monk torch, but I think they can come up with something more interesting.

    Posted in: Wizard: The Ancient Repositories
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    posted a message on Let's talk about Delsere's Magnum Opus
    Quote from Hynegard»

    Quote from Dashell23»

    Quote from Hynegard»

    Now, since this build will rely on a single skill, we can focus it


    Why do you say that it will rely on a single skill ? It don't share your point of view.


    I think we can play both Magic Missile and Arcane Orb.


    With this new set I think wizard could be competitive in 4 players GR.


    I've been thinking of a build : http://eu.battle.net/d3/en/calculator/wizard#acSQgO!acdY!aaZc.Y


    Basicly the gameplay come close to the actual DH 6 marauders gameplay.


    You put your time buble on the pack, Arcane Orb till out of arcane power, then Missile for regeneration/single target (aka rift boss).


    I took Power Hungry for free Arcane Orb each time you get health globe, if you combine the passive with Reaper wraps it's gonna be very strong, as zDPS crus make health globe spawn really often for DHs Hatred regen.


    Uh, not really. You want to get max potential out of the skill. For Arcane Orb you need a slow 2h with high damage, such as Furnace, that way your AO will count, since you can't spam it indefinitely For Magic Missile you want Mirror Ball + 1h Weapon. You see, the problem is that Magic Missile + Mirror Ball does more damage than Arcane Orb, if all 3 hit, and has the potential to have a bit more damage, thanks to the 15% MM damage from the Orb, so there is no point on spamming Arcane Orb, better use that slow for a Hydra or something.

    Yeah. Arcane Orb needs a legendary that makes it more viable, or needs a flat out buff, so that it's damage is worth the arcane cost.

    Posted in: Wizard: The Ancient Repositories
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    posted a message on Let's talk about Delsere's Magnum Opus
    Quote from sw1tchCZ»

    Sorry for offtopic, but talking about DH, is there a similar discusion on DH new set?

    And to the current issue. It would be nice to see variability groups like instead two DH will be one plus wiz and with barbar and monk in center of the battle. And i'm not talking about M6 DH cuz i don't like M6 (but still it's only viable build and that's problem). I will look to for the news about from PTR with fingers crossed to change stereotypes in this game.

    I'm not sure it'll be DPS competitive with an M6 DH, as I think it will be balanced around the fact that it has some CC capability. If the set is similar to how it was a BlizzCon, with the slow time wand and the helm from Blizz con, you will be able to spam the screen with bubbles, which will stun and then slow enemies. With that utility, I doubt it'll be balanced to do as much damage as M6.


    It could be that the changes to Tal Rasha's though, will make the Wizard DPS competitive with M6 DH's. Giving them a build that has utility and a build that does damage.

    Posted in: Wizard: The Ancient Repositories
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    posted a message on Having issues with single target damage.

    You basically just have to rift fish for the right guardian. Any that spawn adds are pretty good, as you can use them to EP explode for large chunks of the guardians health. The other thing is pylons. Getting a Power pylon to increase damage AND getting a RG that spawns adds for power pylon EP, is basically the strat after a certain point.

    Posted in: Monk: The Inner Sanctuary
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    posted a message on The elephant in the room (rorg)

    There are few things they can do to allow more diversity:


    1) Decrease sets to 4 or 5 pieces max

    2) Move to RORG bonus to paragon and have it cost 100 or more points.

    3) Make all sets have n+1 pieces (much like Firebirds)

    4) move legendaries with synergy to non-set pieces.


    Any of those, or all of those could help with the issue. The problem is that if sets are the way to power (like they are currently are) then RORG is mandatory in circumstances (like all WD sets) where the legendaries that have good synergy with the set overlap with one of the pieces.


    It does suck though, that even if you only use one set, it's often still pretty required to use RORG, as not using results in a HUGE efficiency loss.

    Posted in: Diablo III General Discussion
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    posted a message on Let's talk about Delsere's Magnum Opus
    Quote from BDF2000»

    @TheTruthAbounds


    Yeah I read it that way at first, but after someone pointed out the other possible interpretation, I could see it go one way or another., which is why I tried to list them as maybes.

    Fair enough.

    Posted in: Wizard: The Ancient Repositories
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