some buffs are good, but some are really trash. like the off hand for wd. cd reduce on summons? rly? i mean rly? fire the fucking stupid shit designer of the wd class. so stupid.
I wonder how often this will be brought to the table in this thread and i wonder how many times people will answer : They are going to buff zombie dogs and gargantuan in 1.0.4 by quite a large amount as they said...
Also : why are you guys so upset about a low level item ? There is a higher level wd left hand legendary and 2 high end mojo set items.
The biggest problem with the WD legendary is that all the other items have really cool added effects and what do WDs get? A higher roll for a skill mod. Gee thanks... that's "exciting".
I wish they would have shown the ranges of some of the legendaries instead of a single screenshot. I would like to know the floor of the items. I mean... if we can still have legendary weapons that roll without a +dmg mod, people are still going to be frustrated with legendaries with how rare they are. You can't have legendaries as rare as they currently are and still have a chance for your legendary drop to be completely worthless.
It's a good thing to have legendaries that are better than other legendaries but you should never get a drop that makes it entirely worthless.
I'm a little worried that everything they showed in the screenshots are perfect to near perfectly rolled legendaries (like 300 dex on the fire walkers). Which attributes are fixed and which are random (and what are the ranges?). That's what I'd like to know.
I wish they would have shown the ranges of some of the legendaries instead of a single screenshot. I would like to know the floor of the items. I mean... if we can still have legendary weapons that roll without a +dmg mod, people are still going to be frustrated with legendaries with how rare they are. You can't have legendaries as rare as they currently are and still have a chance for your legendary drop to be completely worthless.
It's a good thing to have legendaries that are better than other legendaries but you should never get a drop that makes it entirely worthless.
I'm a little worried that everything they showed in the screenshots are perfect to near perfectly rolled legendaries (like 300 dex on the fire walkers). Which attributes are fixed and which are random (and what are the ranges?). That's what I'd like to know.
Yeah pretty much this. I am sure they are showing you near perfect rolls. What 99% of everyone finds is most likely going to be inferior.
I don't want to pee in anyone's ice cream but am I the only one who is sort of "meh" about this? At face value I agree with a lot of you; it's nice to see these changes and the effort blizzard is putting in. But when I stand back I think about the game as a whole I find it still a little lackluster.
With these changes now I'll have legendary items that will allow me to farm the game I've been farming for weeks but in a quirky way? I think I've maybe seen 5 legendaries drop for me and maybe 2 of them were when I was in late Hell or mid inferno, the others were level 20-45ish.
And I agree with everyone who says that they'd like to see a little more hard info regarding the ranges of rolls. Do a search for any legendary currently and you'll see a SLEW of stats ranging from completely worthless, to semi worthless, to somewhat usable.
Kudos to the Blizzard team for putting the effort in they are making good, but I'm still going to be a hard critic and say it shouldn't have gotten to this point--something like unique and awesome legendaries should have been in the game first.
I'm still holding out for the other blog posts this week/next week or whenever.
One negative thing though.... that WD offhand is a COMPLETE miss. Do they really not understand the class that badly if they think that offhand is good? I hope someone else worked on the WD class changes if that's the case....
The point of that offhand is to help support a niche WD spec, just like the Barb weapon supports ranged barb spec and the Wizard weapon supports melee wizards, it's not supposed to be good for the majority of WDs.
This you miss the point of the game.
The single most important mod in the game is damage, w/o damage, you cannot do anything. You can go on with little life/resist, but w/o little damage, you just cannot advance.
A high 300 damage no mod offline is still better than a 50 dmg with killer mods offhand by a mile.
One negative thing though.... that WD offhand is a COMPLETE miss. Do they really not understand the class that badly if they think that offhand is good? I hope someone else worked on the WD class changes if that's the case....
The point of that offhand is to help support a niche WD spec, just like the Barb weapon supports ranged barb spec and the Wizard weapon supports melee wizards, it's not supposed to be good for the majority of WDs.
This you miss the point of the game.
The single most important mod in the game is damage, w/o damage, you cannot do anything. You can go on with little life/resist, but w/o little damage, you just cannot advance.
A high 300 damage no mod offline is still better than a 50 dmg with killer mods offhand by a mile.
I mostly agree with you, though you can make an argument for shields. But if I am not gaining all of the extra defense of a shield, there is no way I am getting any offhand with under 280 damage unless it makes enemies explode.
One negative thing though.... that WD offhand is a COMPLETE miss. Do they really not understand the class that badly if they think that offhand is good? I hope someone else worked on the WD class changes if that's the case....
The point of that offhand is to help support a niche WD spec, just like the Barb weapon supports ranged barb spec and the Wizard weapon supports melee wizards, it's not supposed to be good for the majority of WDs.
This you miss the point of the game.
The single most important mod in the game is damage, w/o damage, you cannot do anything. You can go on with little life/resist, but w/o little damage, you just cannot advance.
A high 300 damage no mod offline is still better than a 50 dmg with killer mods offhand by a mile.
I know the point of the game, but that wasn't what I was arguing about. You can't expect a lvl 57 offhand to have 300 damage, they don't exist. My argument was against people complaining that the cooldown reductions were useless. With the WD changes coming in 1.0.4 it's not useless. However if you're level 60 obviously there are better legendaries out there since this one is only lvl 57.
Also, your last statement is false. You get an offhand with 10-50 damage, 150 int, and 8.5% crit, it's gonna beat a blue offhand with 100-300 damage by about 1500dps. The only item where raw damage is crucial is your main hand weapon.
^This, So far in about 200 hours /played I've had 33 legendary/set items drop. Sadly most were lvl 60 weapons that had 500dps or less. If you feel that the drop rate is way too low, get more MF.
Not to be the negative nancy here, but this sampling they have shown has some nice improvements, but with very specific stats on them to make them viable. The flavor properties and new effects are nice - but I would like to hear about whether or not they have looked at the items as a whole and the RNG property rolls. Because some of these new items are great, but what they showed you is of course going to have a nice roll of stats on them. If we start finding these new legendaries with ridiculous rolls of stats on them - for instance a Windforce that rolls +200 Intelligence and not Dexeterity. Are they addressing that and eliminating some of the complete RNG from the items and having them roll the basic stats it should have for the type of weapon the class most likely to use it?
Not to be the negative nancy here, but this sampling they have shown has some nice improvements, but with very specific stats on them to make them viable. The flavor properties and new effects are nice - but I would like to hear about whether or not they have looked at the items as a whole and the RNG property rolls. Because some of these new items are great, but what they showed you is of course going to have a nice roll of stats on them. If we start finding these new legendaries with ridiculous rolls of stats on them - for instance a Windforce that rolls +200 Intelligence and not Dexeterity. Are they addressing that and eliminating some of the complete RNG from the items and having them roll the basic stats it should have for the type of weapon the class most likely to use it?
Random rolls are still in if you see the comment about not everything is changing like helm of command. But it's not bad as long as stats are UP there with the unique effects on them.
I wouldn't mind if that thing rolled INT because i'd give it to my Wizard and do a fire build around it...
Honestly I was not holding out much hope that they could make enough changes to make me excited to play again, but these new items really have that "oh wow" factor that has been lacking with the itemization in general.
This coupled with the class changes / buffs to lesser used skills has me really excited to play again.
Do you think legendaries such as The Three Hundredth Spear, will be high demand as it's a class wide 1h item with magic find on it, while we still don't know if the new and improved one might have the magic find on it
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The biggest problem with the WD legendary is that all the other items have really cool added effects and what do WDs get? A higher roll for a skill mod. Gee thanks... that's "exciting".
It's a good thing to have legendaries that are better than other legendaries but you should never get a drop that makes it entirely worthless.
I'm a little worried that everything they showed in the screenshots are perfect to near perfectly rolled legendaries (like 300 dex on the fire walkers). Which attributes are fixed and which are random (and what are the ranges?). That's what I'd like to know.
Yeah pretty much this. I am sure they are showing you near perfect rolls. What 99% of everyone finds is most likely going to be inferior.
With these changes now I'll have legendary items that will allow me to farm the game I've been farming for weeks but in a quirky way? I think I've maybe seen 5 legendaries drop for me and maybe 2 of them were when I was in late Hell or mid inferno, the others were level 20-45ish.
And I agree with everyone who says that they'd like to see a little more hard info regarding the ranges of rolls. Do a search for any legendary currently and you'll see a SLEW of stats ranging from completely worthless, to semi worthless, to somewhat usable.
Kudos to the Blizzard team for putting the effort in they are making good, but I'm still going to be a hard critic and say it shouldn't have gotten to this point--something like unique and awesome legendaries should have been in the game first.
I'm still holding out for the other blog posts this week/next week or whenever.
This you miss the point of the game.
The single most important mod in the game is damage, w/o damage, you cannot do anything. You can go on with little life/resist, but w/o little damage, you just cannot advance.
A high 300 damage no mod offline is still better than a 50 dmg with killer mods offhand by a mile.
I mostly agree with you, though you can make an argument for shields. But if I am not gaining all of the extra defense of a shield, there is no way I am getting any offhand with under 280 damage unless it makes enemies explode.
I know the point of the game, but that wasn't what I was arguing about. You can't expect a lvl 57 offhand to have 300 damage, they don't exist. My argument was against people complaining that the cooldown reductions were useless. With the WD changes coming in 1.0.4 it's not useless. However if you're level 60 obviously there are better legendaries out there since this one is only lvl 57.
Also, your last statement is false. You get an offhand with 10-50 damage, 150 int, and 8.5% crit, it's gonna beat a blue offhand with 100-300 damage by about 1500dps. The only item where raw damage is crucial is your main hand weapon.
^This, So far in about 200 hours /played I've had 33 legendary/set items drop. Sadly most were lvl 60 weapons that had 500dps or less. If you feel that the drop rate is way too low, get more MF.
Monkalicious: http://us.battle.net/d3/en/profile/OptimusPrime-12194/hero/79139477
Random rolls are still in if you see the comment about not everything is changing like helm of command. But it's not bad as long as stats are UP there with the unique effects on them.
I wouldn't mind if that thing rolled INT because i'd give it to my Wizard and do a fire build around it...
This coupled with the class changes / buffs to lesser used skills has me really excited to play again.
I think I am going to go hardcore in 1.0.4.