For those of you who know me on the forum, you know that I rarely complain about the game, but the continued use of instant damage affixes is just really stupid at this point.
For example, I'm doing a GRift and the mobs jailor me from out of visual range. (I didn't even know I engaged them.) The jail instantly kills me. I understand that Blizzard wants to promote mechanics that cause you to learn to play better to advance in tiers, but exactly is instantly killing me before I have a chance to act against the ability promoting skillful play over luck?
Being jailed is a risk in itself at greater tiers because you can be one shot by a nearby mob. Why does the jail have to wipe me every time as well.
The sad thing is that in reality people gear for glass cannon "because of the unavoidable one-shots, simply because gearing for toughness still gets you one-shot and reduces your firepower to the point where you could never beat the clock even if you don't die as much. The balance is wrong, but they already know that so hopefullyt he next patch will reward more balanced gear stats.
I'm competing on the unoffical console leaderboards legit division for DH, holding second place with a 55 clear. This guy in the video cleared 57 and look at his gear check/stats at the end of the video (a condition of getting on the leaderboards is to proivide a gear check). He has 2K vit and he has damage rolled on every single item you can roll it on including his generators. Pure Glass Cannon.
Generally, I think my gear is better than his, but I have not come close to touching this and it looks like I may have to try the same setup to be competitive: Pure glass cannon and hope for the perfect Grift
I think we can agree that 'learn2play' is not the philosophy behind this. Its because they want to gear for toughness as well. Still, I expect that some stuff is going to change, because the current implementation does not work very well. The idea is (I think) that every GR level needs a certain amount of damage output, and enough toughness to sustain this output. However, due to RNG, some rifts dont have damaging mobs (e.g., zombie rift), rewarding lucky players that go full glasscannon (maybe with immunity neck to avoid either thunderstorm or jailor) and are able to go to a GR level that has a higher damage requirement.
This is something they are working on, and it seems like the first thing to go is perma CC from WD/crus to avoid having 2 other characters go full glasscannon. Obviously, that would drastically lower the highest GR possible, so they will have to make other changes to counteract this decline...
I agree that there needs to be gearing towards defensiveness, but there is a point where it doesn't matter because you will always get one-shot in GRifts. I say, take away instant damage affixes and cap damage (or drastically reduce the scaling) once you get to GRift 45. It's already going to be difficult to keep up with the HP scaling on the mobs, but this at least lets you make a choice on which defensive and offensive stats you want to leverage for your clears.
Make a barb, the only dev who goes over t6 plays a barb and has cleared 54.
My 3 day old barb can clear 48 consistently (unless tornado boss) with only 350 crit damage and a non ancient wep. My gear is lacking, but there are no instakills while playing a barb unless its a 50+g boss.
All the bs my other chars dealt with has no effect on the barb. 15 winged assasins jump on me, -20% hp.
Its a nice change when you get fed up. The only prob is the rift boss takes some time.
Instant damage affixes are fine, the damage they deal needs to be looked at and potentially capped at a certain % of max health.
Instant, unavoidable damage is important for engaging game play. A good combination of (a reasonable amount) unavoidable damage and avoidable mechanics is the key to fun for me. If I can easily (core game is designed for casual play/players) avoid all damage the game becomes a bore, but if you throw unavoidable damage at me I now have to focus and think and my choices change etc.
All just my opinion of course!
Edit: Other problems exist with damage in the game as well. There is a very big difference between the threat of a yellow pack with jailer and a blue. The blue pack (possibly 5 mobs) casting jail over and over and over again is just %^$@%^ worthy. Clearly a cap to the damage of jailer affix wouldn't stop it killing you when possibly 5 may be cast on you in a matter of seconds. You're right though, jail itself should't deal damage as being jailed can be completely disastrous to your character (arcane etc).
Sometimes when I just start a high level grift, and I'm surrounded by elites; by poison under my feet; arcane lines spawning in front of me; walls locking me in; shots reflecting back at me; Lightning bolts hitting me on top of my head -and vaulting just spawns another elite pack to block any chance of escape, I don't like Diablo 3 very much and think it is a stupid game with out of control rng. Most other times I think it is one of the best games I've ever played.
Devs said that they are working or thinking of a new way to implement how damage taken scales in greater rifts. Tbh, i think that whatever they`ll do, they`ll do next patch, since they announced the nerf of total cc wd, and without it, there's no way next season any 2-4 players teams will get a higher rank than the ones this season.
For those of you who know me on the forum, you know that I rarely complain about the game, but the continued use of instant damage affixes is just really stupid at this point.
For example, I'm doing a GRift and the mobs jailor me from out of visual range. (I didn't even know I engaged them.) The jail instantly kills me. I understand that Blizzard wants to promote mechanics that cause you to learn to play better to advance in tiers, but exactly is instantly killing me before I have a chance to act against the ability promoting skillful play over luck?
Being jailed is a risk in itself at greater tiers because you can be one shot by a nearby mob. Why does the jail have to wipe me every time as well.
/end rant
The sad thing is that in reality people gear for glass cannon "because of the unavoidable one-shots, simply because gearing for toughness still gets you one-shot and reduces your firepower to the point where you could never beat the clock even if you don't die as much. The balance is wrong, but they already know that so hopefullyt he next patch will reward more balanced gear stats.
I'm competing on the unoffical console leaderboards legit division for DH, holding second place with a 55 clear. This guy in the video cleared 57 and look at his gear check/stats at the end of the video (a condition of getting on the leaderboards is to proivide a gear check). He has 2K vit and he has damage rolled on every single item you can roll it on including his generators. Pure Glass Cannon.
Generally, I think my gear is better than his, but I have not come close to touching this and it looks like I may have to try the same setup to be competitive: Pure glass cannon and hope for the perfect Grift
https://www.youtube.com/watch?v=uk6CFZKbinw&feature=youtu.be
ps. he has not a single all resist stat on any of his items!
I agree that there needs to be gearing towards defensiveness, but there is a point where it doesn't matter because you will always get one-shot in GRifts. I say, take away instant damage affixes and cap damage (or drastically reduce the scaling) once you get to GRift 45. It's already going to be difficult to keep up with the HP scaling on the mobs, but this at least lets you make a choice on which defensive and offensive stats you want to leverage for your clears.
Make a barb, the only dev who goes over t6 plays a barb and has cleared 54.
My 3 day old barb can clear 48 consistently (unless tornado boss) with only 350 crit damage and a non ancient wep. My gear is lacking, but there are no instakills while playing a barb unless its a 50+g boss.
All the bs my other chars dealt with has no effect on the barb. 15 winged assasins jump on me, -20% hp.
Its a nice change when you get fed up. The only prob is the rift boss takes some time.
Instant damage affixes are fine, the damage they deal needs to be looked at and potentially capped at a certain % of max health.
Instant, unavoidable damage is important for engaging game play. A good combination of (a reasonable amount) unavoidable damage and avoidable mechanics is the key to fun for me. If I can easily (core game is designed for casual play/players) avoid all damage the game becomes a bore, but if you throw unavoidable damage at me I now have to focus and think and my choices change etc.
All just my opinion of course!
Edit: Other problems exist with damage in the game as well. There is a very big difference between the threat of a yellow pack with jailer and a blue. The blue pack (possibly 5 mobs) casting jail over and over and over again is just %^$@%^ worthy. Clearly a cap to the damage of jailer affix wouldn't stop it killing you when possibly 5 may be cast on you in a matter of seconds. You're right though, jail itself should't deal damage as being jailed can be completely disastrous to your character (arcane etc).
Sometimes when I just start a high level grift, and I'm surrounded by elites; by poison under my feet; arcane lines spawning in front of me; walls locking me in; shots reflecting back at me; Lightning bolts hitting me on top of my head -and vaulting just spawns another elite pack to block any chance of escape, I don't like Diablo 3 very much and think it is a stupid game with out of control rng. Most other times I think it is one of the best games I've ever played.
Devs said that they are working or thinking of a new way to implement how damage taken scales in greater rifts. Tbh, i think that whatever they`ll do, they`ll do next patch, since they announced the nerf of total cc wd, and without it, there's no way next season any 2-4 players teams will get a higher rank than the ones this season.
Season 11 Necromancer vids: https://www.youtube.com/c/RavennWo