Well yeah. We all know the story of the ias nerf. Cut in half. Will we see something similar in the near future? And what kind of stat could be thrown under the nerfhammer?
Crit is being stacked just lik ias was stacked before the nerf. Will there be ever be a cap for crit? Or reduced crit damage on socketed gems? Is crit stacking too good?
Another stat that comes to my mind is loh. Should it be nerfed in any way? Like 50% in inferno? A cap?
I find this very interesting, because a lot of items will get it's value greatly reduced. Like weapons with loh and socket (crit dmg). And if it was ever to happen-- weapons with high stats (like str and vita) would be of much more value.
LoH was nerfed because of the effects it had that weren't DPS-related:
- faster cast animations = more mandatory for kiting
- better resource generation patterns for barbs/monks
- massively synergistic with LoH
If IAS had just given +damage (the same way crit + crit damage do) then it never would have been nerfed.
Now, that being said, I have a feeling that they will almost certainly do something about DWing weapons and sockets.
Barbs, Monks, and DHs can stack a significantly larger amount of +crit damage than Wizards and Witch Doctors. I think the obvious way around this is twofold:
1) Allow 2h weapons to have 2 sockets
2) Allow gems to give the same bonuses to MH & OH items instead of OH items sharing bonuses with non-helm armor
If crit proves to be too strong, which I sincerely doubt it will, you can simply cut back on the emerald bonus in the weapons some, since they do provide a massive amount of crit damage, especially for DWing and they'll tweak certain passives more than likely. I simply don't see them nerfing crit across-the-board, though, aside from emeralds. It just wouldn't really make sense given what they've said.
It's obviously worth re-iterating that IAS wasn't nerfed because it was being stacked, it was nerfed because it synergised too well with fairly specific builds and basically turned the relevant classes into one-build wonders (whether or not this is still the case is for another thread).
I'd also be very suprised if LoH ever gets nerfed. It's an absolute-valued stat that only scales with IAS, which has already been nerfed itself. It's really just a substitute for LS for people with underwhelming DPS.
Right now, offensive stats feel like they're in a good place. It's still a good idea to have fairly balanced distribution. What's bugging me a little it defensive stats. Armor feels like its too hard to come by (for the non-str classes), which puts too much of a premium on high RA and Vit gear. If anything, I'd expect a moderate buff to the +armor stat slot.
I could be dead wrong, but I feel that right now, critical chance and crit dmg is the only real way to itemize for DPS.
With average rolls on those you can get as much damage as you would get with near-perfect mainstat rolls with some attackspeed (I know because my Wizard had those for a while and she had average attackspeed on 2 rings + amulet as well).
On top of that, there are quite a few builds that rely on a high crit chance, so not itemizing for that also shuts you out from some very cool builds/strategies. Crit chance vs Crit dmg feels pretty balanced (when switched around they can give similar damage), but with both combined, there's no competition for IAS or mainstat focus.
Again, I could be dead wrong, but I have never seen a 130-150k Wiz without crit chance or crit damage.
I don't like the "nerf op things" approach, I agree with the "buff what's underrated" that's usually the Blizz moto for these issues, but on this I don't see any other way around except slightly reducing both stats.
Blizzard has stated two things about the IAS nerf:
- Their goal is to diversify build choice, and pre-nerf IAS made some builds feel mandatory for efficiency.
- They don't care about a character being geared out of this world. This game is not an MMO, and so game-breaking thresholds are intended (stuff like Reduced Level Requirement for twinks, lifesteal to the piont of invulnerability, etc).
Therefore, I think crit chance/crit damage won't be touched as they do not pigeonhole build diversity (in fact they help make certain builds viable).
The stat they may tweak is Magic Find - to me, this stat is non-sensical as you progress further. Once your character reaches a threshold where it can completely stomp through everything, you will start looking for items with Magic Find. Does this mean that, eventually, items with no MF will have no value? Of course, this is only in theory but will not happen in practice. I sincerely hope they put a cap on MF to alleviate the gear swapping as well as preventing items with no MF from devaluaing.
- Their goal is to diversify build choice, and pre-nerf IAS made some builds feel mandatory for efficiency.
Build diversity is not necessary skill dependent. Items help contribute greatly to this also. If the game doesn't have enough diverse items (in this case not even existent because the abilities are class specific) with "cross class" or "ability added" all classes gravitate towards 1 - 2 "cookie-cutter" builds because of efficiency.
As it is atm, the game is tremendously boring. Where are the "immune to x" items? Where are the cross class items (eg. bow that causes wotb 1%" etc?
The developers are obviously holding back on content and only releasing various "upgrades" to renew interest in the game once a while to "keep" players interested.
We all know they can make the game "impossible" to play, the first few weeks upon release we saw how imbalanced the game was in inferno... so with new items that grant new abilities / boosts would that mean even harder levels / bosses / packs that might require "X" build to complete?
Apart from "omg i have 1 bazillion dps!" builds... what build diversity do toons actually have in the game?
this isn't a mmorpg, most likely will be no more nerfs, but big buffs to under used skills. there is no raids or anything and blizzard doesn't care how fast you can farm act 3 , most people have already beat the entire game. Just like D2 there is a point where you get so geared you are just god mode, blizzard isn't going to nerf things just cause you got amazing gear cause that is what the game is about the item hunt to become godly, then you do another toon.
2H weapon do need a buff however, alot of 2h builds including barbarian are just poop, I like the idea of 2 sockets in 2handers however.
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Crit is being stacked just lik ias was stacked before the nerf. Will there be ever be a cap for crit? Or reduced crit damage on socketed gems? Is crit stacking too good?
Another stat that comes to my mind is loh. Should it be nerfed in any way? Like 50% in inferno? A cap?
I find this very interesting, because a lot of items will get it's value greatly reduced. Like weapons with loh and socket (crit dmg). And if it was ever to happen-- weapons with high stats (like str and vita) would be of much more value.
Any opinions? Predictions?
Discuss.
- faster cast animations = more mandatory for kiting
- better resource generation patterns for barbs/monks
- massively synergistic with LoH
If IAS had just given +damage (the same way crit + crit damage do) then it never would have been nerfed.
Now, that being said, I have a feeling that they will almost certainly do something about DWing weapons and sockets.
Barbs, Monks, and DHs can stack a significantly larger amount of +crit damage than Wizards and Witch Doctors. I think the obvious way around this is twofold:
1) Allow 2h weapons to have 2 sockets
2) Allow gems to give the same bonuses to MH & OH items instead of OH items sharing bonuses with non-helm armor
If crit proves to be too strong, which I sincerely doubt it will, you can simply cut back on the emerald bonus in the weapons some, since they do provide a massive amount of crit damage, especially for DWing and they'll tweak certain passives more than likely. I simply don't see them nerfing crit across-the-board, though, aside from emeralds. It just wouldn't really make sense given what they've said.
I'd also be very suprised if LoH ever gets nerfed. It's an absolute-valued stat that only scales with IAS, which has already been nerfed itself. It's really just a substitute for LS for people with underwhelming DPS.
Right now, offensive stats feel like they're in a good place. It's still a good idea to have fairly balanced distribution. What's bugging me a little it defensive stats. Armor feels like its too hard to come by (for the non-str classes), which puts too much of a premium on high RA and Vit gear. If anything, I'd expect a moderate buff to the +armor stat slot.
This (except maybe for shields?). The current situation with DW/1H+OH/2H feels a little messed up.
With average rolls on those you can get as much damage as you would get with near-perfect mainstat rolls with some attackspeed (I know because my Wizard had those for a while and she had average attackspeed on 2 rings + amulet as well).
On top of that, there are quite a few builds that rely on a high crit chance, so not itemizing for that also shuts you out from some very cool builds/strategies. Crit chance vs Crit dmg feels pretty balanced (when switched around they can give similar damage), but with both combined, there's no competition for IAS or mainstat focus.
Again, I could be dead wrong, but I have never seen a 130-150k Wiz without crit chance or crit damage.
I don't like the "nerf op things" approach, I agree with the "buff what's underrated" that's usually the Blizz moto for these issues, but on this I don't see any other way around except slightly reducing both stats.
Nice idea.. +1
- Their goal is to diversify build choice, and pre-nerf IAS made some builds feel mandatory for efficiency.
- They don't care about a character being geared out of this world. This game is not an MMO, and so game-breaking thresholds are intended (stuff like Reduced Level Requirement for twinks, lifesteal to the piont of invulnerability, etc).
Therefore, I think crit chance/crit damage won't be touched as they do not pigeonhole build diversity (in fact they help make certain builds viable).
The stat they may tweak is Magic Find - to me, this stat is non-sensical as you progress further. Once your character reaches a threshold where it can completely stomp through everything, you will start looking for items with Magic Find. Does this mean that, eventually, items with no MF will have no value? Of course, this is only in theory but will not happen in practice. I sincerely hope they put a cap on MF to alleviate the gear swapping as well as preventing items with no MF from devaluaing.
Build diversity is not necessary skill dependent. Items help contribute greatly to this also. If the game doesn't have enough diverse items (in this case not even existent because the abilities are class specific) with "cross class" or "ability added" all classes gravitate towards 1 - 2 "cookie-cutter" builds because of efficiency.
As it is atm, the game is tremendously boring. Where are the "immune to x" items? Where are the cross class items (eg. bow that causes wotb 1%" etc?
The developers are obviously holding back on content and only releasing various "upgrades" to renew interest in the game once a while to "keep" players interested.
We all know they can make the game "impossible" to play, the first few weeks upon release we saw how imbalanced the game was in inferno... so with new items that grant new abilities / boosts would that mean even harder levels / bosses / packs that might require "X" build to complete?
Apart from "omg i have 1 bazillion dps!" builds... what build diversity do toons actually have in the game?
2H weapon do need a buff however, alot of 2h builds including barbarian are just poop, I like the idea of 2 sockets in 2handers however.