Change OWE to give you 50% all resist for ANY other elemental resist not just your highest. It would result in an effective 50% nerf to the passive, but not make our double reset gear worthless, while also making gearing as a monk easier (any double resist works)
If the goal is to not make Monk's current double resist gear worth less, than they have already indirectly done that with all the nerfs to inferno. 25% less damage means our double resist gear is 25% less necessary, so its less valuable.
I think the goal is to just not make us have to change gear - the above would do that, while also nerfing the passive, but sorta/kinda buffing Monk's gearing in general since any resist on an item would take advantage of the passive.
The goal is to make OWE not mandatory in each build, not just nerfing it or making gearing with it easier.
They can't make OWE not mandatory without affecting current gear severely. If it were reduced to the point of not being mandatory then using double resistance gear would be wasting an affix on the elemental resist that could be used for more attractive stats. All that they can realistically do is gradually reduce it over time to give monks a chance to slowly change the way they gear.
@snowhammer - I thought of that too but pretty much every monk has at least a few pieces that are single elemental resist because they're cheap. A huge nerf to just elemental resistance would make those pieces of gear significantly less useful. It would be better if it did a reduction to all forms of resistance, maybe 15% at first and then 30% in a few months.
bout friggin time the dh got some love, i mean, the glass cannon smokescreen build is cool and all that, but if you didnt wanna use that build, you were pretty much SOL in inferno a3
Quit babying the player base. We don't need the nerfs to monster damage to be so aggresive that in the long run we're taking "less damage than before". That is something that I DO NOT WANT. Blizzard is trying too hard to appease whiners and they're starting to cross the line into making D3 a boring game. Please stop now....
If "players x" is too easy, and the Infernal Machine is too easy, then you'll have a real argument.
I would still like to know how they are looking at future nerfing OWE.
I bet they have no clue whatsoever on how to approach this skill. xD
Lets be honest, no one know how to do this, because it is impossible to do, without forcing players to switch items.
What about this: 10% (more or less) of your highest resistance is added onto your other resistances?
Unless they fix they the item drops (i.e. make a mix of easily obtainable and rare set parts, just like the old IK, Natalya or Trang Oul set), they can set difficulty to zero, give everyone 1000% MF for free, throw in uber-bosses, PvP and what not - it won't make a difference. They want too much profit from the (RM)AH, and that's why the game will ultimately fail in the not-so-far future unless this will change significantly. People want to find most stuff on their own, and the Wilson team has to recognize that.
I have never had a problem with item drops, and I would dislike if it changes.
I can't speak for other classes since I only play Wizard. The problem with Wizard is not the damage that we have to mitigate through gear and abilities like Energy Armor and Diamond Skin; they are the symptom of something else, namely with resource regeneration and passives that should be desirable but have prohibitive downsides to them.
[If you want to read a write-up by Bishop120, go here. (And if you do read it, please bump it. Deserves to be seen by many more people.) Every word he wrote I can back up with my own experience.]
The only way for Wizards to boost Arcane Power regen is via "Arcane Power on Critical Hit" (APoC).
The only way to boost the effectiveness of APoC is to stack critical chance bonuses on gear.
And now that you are going down that route, Critical Mass becomes an extremely attractive passive...
but since Frost Nova means getting kissy-kissy with monsters (mostly) you need survivability because Wizards do not get the 30% reduction which is base for Monks and Barbarians...
Now you need a resource spender that hits fast and multiple times in order to maximize the opportunities for critical hits, i.e. Explosive Blast runed with Chain Reaction and Energy Twister runed with Storm Chaser (originally Wicked Wind before the 50% nerf to proc; Storm Chaser appears to be unaffected).
Profit, you now have the near-ubiquitous CM Wizard build.
Now, if you get to a certain point with your gear - and I am talking about hundreds of millions of gold total - you can swap around some skills and still efficiently farm in Inferno.
<_< If I didn't have to constantly fight my resource, I'd be much more willing to try different builds.
Every class has some sort of resistance buff right? Barb it's war cry and it's being nerfed. OWE is the monk one and it has to be nerfed as well. Only problem is it ties into gear choices where as war cry doesn't.
So it's gotta be nerfed to be fair. My guess it that they will make it not double stack anymore. Meaning if you have a single resist and a resist all, you wont be able to add them together. It will pick the larger of the two and ignore the smaller value. That's the only way I can see it nerfed without hurting current gear choices.
Nope, in that case all the gear with double resists becomes useless to monks. I think they will leave the mechanic as it is but add a tradeoff to the passive. Maybe reduce overall resists by a percentage (e.g. 10% less resists). That way the passive would be less effective but still lets you keep the same gear.
Barbs will drop warcry all together, and get an other fancy ass skill. The 20% Armor buff will be easilly negated by the inferno damage nerf.
That leaves the 20% all resistance. But heres the thing. Most barbs run around with 500-600 all res unbuffed. That means they need to gather ~100-120 all res to get on the same level that warcry would. This is a mere 2 items with all res!
In other words, gather up those random rolled all res items! (lacuni prowlers with str / all res for example)
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The little boat gently drifted across the pond exactly the way a bowling ball wouldn’t...
We are putting a short cooldown on Sentry, but you can have two out simultaneously. On top of that, the Custom Engineering passive will let you have a third Sentry turret! This opens up a whole new play style for the Demon Hunter of establishing a "nest" that you can draw enemies into.
Oh, yeah, right, and the enemies will be just baffled by that and stand RIGHT IN THE MIDDLE of the nest, where it will work, instead of chasing the DH that being a glass cannon will be forced to run FAR FAR AWAY from the said "nest".
Barbs will drop warcry all together, and get an other fancy ass skill. The 20% Armor buff will be easilly negated by the inferno damage nerf.
That leaves the 20% all resistance. But heres the thing. Most barbs run around with 500-600 all res unbuffed. That means they need to gather ~100-120 all res to get on the same level that warcry would. This is a mere 2 items with all res!
In other words, gather up those random rolled all res items! (lacuni prowlers with str / all res for example)
I already increased my Resist All yesterday by 80 because I knew Resist All items are going to go up in price soon.
Now i'm at 1000 with current war cry buff. Should drop down to 600-700 without it. That's enough to do inferno after the 1.0.5 nerfs. Especially if you have room to pick up Superstition passive.. WW barbs could offtank on the side then.
Every class has some sort of resistance buff right? Barb it's war cry and it's being nerfed. OWE is the monk one and it has to be nerfed as well. Only problem is it ties into gear choices where as war cry doesn't.
War Cry absolutely ties into gear choices. a Barbarian can aim for 400-600 AR to feel comfortable with Impunity, and focus stats on DPS focused one after they reach that area of AR, nerfing this skill leaves Barbarians with a gear set that does not have enough AR on it, and needs to be regeared.
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@snowhammer - I thought of that too but pretty much every monk has at least a few pieces that are single elemental resist because they're cheap. A huge nerf to just elemental resistance would make those pieces of gear significantly less useful. It would be better if it did a reduction to all forms of resistance, maybe 15% at first and then 30% in a few months.
If "players x" is too easy, and the Infernal Machine is too easy, then you'll have a real argument.
cant wait for the patch
I have never had a problem with item drops, and I would dislike if it changes.
[If you want to read a write-up by Bishop120, go here. (And if you do read it, please bump it. Deserves to be seen by many more people.) Every word he wrote I can back up with my own experience.]
<_< If I didn't have to constantly fight my resource, I'd be much more willing to try different builds.
Originally Posted by (Blue Tracker / Official Forums)
Barbs will drop warcry all together, and get an other fancy ass skill. The 20% Armor buff will be easilly negated by the inferno damage nerf.
That leaves the 20% all resistance. But heres the thing. Most barbs run around with 500-600 all res unbuffed. That means they need to gather ~100-120 all res to get on the same level that warcry would. This is a mere 2 items with all res!
In other words, gather up those random rolled all res items! (lacuni prowlers with str / all res for example)
Originally Posted by (Blue Tracker / Official Forums)
Oh, yeah, right, and the enemies will be just baffled by that and stand RIGHT IN THE MIDDLE of the nest, where it will work, instead of chasing the DH that being a glass cannon will be forced to run FAR FAR AWAY from the said "nest".
Seriously? They sound like Bioware more and more.
The power to set prices on the AH to what they want.
I already increased my Resist All yesterday by 80 because I knew Resist All items are going to go up in price soon.
Now i'm at 1000 with current war cry buff. Should drop down to 600-700 without it. That's enough to do inferno after the 1.0.5 nerfs. Especially if you have room to pick up Superstition passive.. WW barbs could offtank on the side then.
War Cry absolutely ties into gear choices. a Barbarian can aim for 400-600 AR to feel comfortable with Impunity, and focus stats on DPS focused one after they reach that area of AR, nerfing this skill leaves Barbarians with a gear set that does not have enough AR on it, and needs to be regeared.