Critical Hit Chance - *You may have a maximum of +40.00% Critical Hit Chance from items.
Block Chance - *You may have a maximum of 75.00% Block Chance.
Critical Hit Damage - *You may have a maximum of +250.00% Critical Hit Damage from items.
Movement Speed - *You may have a maximum of +25.00% movement speed from items
Gold Find - *You may have a maximum of +300.00% Gold Find.
Magic Find - *This increase is diminished for rare and legendary and set items.
Magic Find - *You may have a maximum of +300.00% Magic Find.
Attack Speed - *You may have a maximum of +40.00% Attack Speed from items.
So there's how they kill CMWW. I think these caps are going to singlehandedly half (or worse) everyone's current dps. Is it just me or does it seem like they are just nerfing the crap out of everything because if they don't, we won't kill the monsters they want us to, in the way they want us to, to get the loot they want us to, in the way they want us to?
I dunno about you guys, but I love the current builds that take advantage of combos. I don't want this to be just another stupid hack n' slash game where all of your skills are interchangeable (don't matter) and that's all you do is just smash.
I'm fine with nerfing content. There, I said it. I know people don't like nerfs, but I rather have nerfs of OP skills than blowing up everything and completely inflating numbers. Just my personal opinion.
I love current builds that take advantage of combos as well, but with combos I mean combinations of skills that work well together because of their design. I don't like builds that only work because you can inflate stats (like 100% crit chance or 3.01 APS). Keep in mind that if we had caps now, gearing would be much more interesting for some builds (every CMWW wizard can tell), and it might even spark more builds (maybe CM wouldn't be a requirement anymore, but that's just a guess).
Like I said in the news thread: I have yet to find a good argument as to why caps are bad. It's impossible to deny that the absence of caps has made trifecta an absolute requirement for 4 slots when it comes to gearing (exceptions apply, such as WD or low budget). All the builds (like CMWW) will still work, just "different"; keep in mind that even with the 40% IAS cap you can still reach the 2.31 break point which works well - you just have to get more APoC (IAS+CC capped at 40% and 30 APoC will have about the same stunlock as 18 APoC, 52% CC and 2.73 APS). But what's different than is that other builds might start to shine as well, and even with lower gear.
And that was their intention: destroying cheesy builds. You can still use CMWW if you want; you just won't be able to perma-freeze anymore, which trivializes even the most difficult encounters. And now, people who hates or got sick of CMWW can actually use other skills and won't be pigeon-holed into one skill set. Wasn't that something pretty much everyone wants?
So there's how they kill CMWW. I think these caps are going to singlehandedly half (or worse) everyone's current dps. Is it just me or does it seem like they are just nerfing the crap out of everything because if they don't, we won't kill the monsters they want us to, in the way they want us to, to get the loot they want us to, in the way they want us to?
I think you are grossly overestimating the number of people that are even close to hitting any of those caps.
People shouting loudly doesn't make them a majority.
I think you are grossly overestimating the number of people that are even close to hitting any of those caps.
Oh, I think many many people are way beyond the crit hit damage cap. Not gonna say the "majority", because the majority is probably just casual gaming and doesn't care about stuff like this. But it's definitely a lot. Probably every DH, as your weapons alone will exceed the CHD cap.
Every CMWW wiz is beyond the IAS cap, and most barbs probably exceed the CC cap. Although I don't have a single character that's even close to a "billionaire", almost all my chars have at least one equip that is beyond these caps. Still - I really like this, as I can finally use different items for some slots where I'm bound to IAS/CC items and other, "nicer" items rot in my stash because it's mandatory for certain builds to push these stats as high as possible.
I think you are grossly overestimating the number of people that are even close to hitting any of those caps.
Oh, I think many many people are way beyond the crit hit damage cap. Not gonna say the "majority", because the majority is probably just casual gaming and doesn't care about stuff like this. But it's definitely a lot. Probably every DH, as your weapons alone will exceed the CHD cap.
Every CMWW wiz is beyond the IAS cap, and most barbs probably exceed the CC cap. Although I don't have a single character that's even close to a "billionaire", almost all my chars have at least one equip that is beyond these caps. Still - I really like this, as I can finally use different items for some slots where I'm bound to IAS/CC items and other, "nicer" items rot in my stash because it's mandatory for certain builds to push these stats as high as possible.
I know there are a lot that will be over the crit damage caps, but my WD is the 39,000 highest DPS WD in EU and is no where near hitting any of those caps.
Also wasn't one of the offensive stats mention for Paragon 2.0 CHC and CHD?
----
I was assuming that the 3k DPS weapons were partly to fix the black damage bug.
Almost any Skorn user with 100% chd emerald will be over 250% chd.
As i understood the datamined strings the cap counts ONLY for items.
So the questions is: Are socketed gems in items a seperate entity with a seperate cap ?
We have to remember that these caps are just from gear. Paragon levels are going to raise this potential as well.
What was it? 50 points in Crit Chance % for +25%? 50 points in Critical Hit Damage for 100%? That makes Crit 65% and Crit Damage 350% max.
We also need to take into account MP is probably not going to work the same. I think the intention is to get away from huge HP inflation in Monster Power and make the monsters actually harder to fight, as in their abilities used to actually kill you change. So you won't need outlandish amounts of damage to kill them I would assume.
That's my take. I like the caps, it will make gearing more interesting and multidimensional. Each slot will not stand independent from all the others to determine its worth to you as a character. You have to factor in all your gear, because if you've already hit a cap (or a few), you won't just want trifecta, and you can use that other affix option for something else you otherwise would not have and not feel punished for going standard.
Yes, because it so much fun to be limited to one efficient spec that some players want the game to be built around, just because they're afraid of a bit of variety. /sarcasm
No, the point of having efficient combos is if there's a variety to choose from, which should obviously be the point of it all. No one wants a bunch of skills that are just thrown together, but no one wants there to be one insanely effective go to combo that is so amazingly good that everyone almost needs it just to run their favorite class effectively. I'm sure it will still be viable, just not the end-all combo it used to be.
Rather than being all miffed about them lessening the one broken combo, let's focus on them getting as many good combos into the wizard roster as we can.
We have to remember that these caps are just from gear. Paragon levels are going to raise this potential as well.
What was it? 50 points in Crit Chance % for +25%? 50 points in Critical Hit Damage for 100%? That makes Crit 65% and Crit Damage 350% max.
We also need to take into account MP is probably not going to work the same. I think the intention is to get away from huge HP inflation in Monster Power and make the monsters actually harder to fight, as in their abilities used to actually kill you change. So you won't need outlandish amounts of damage to kill them I would assume.
That's my take. I like the caps, it will make gearing more interesting and multidimensional. Each slot will not stand independent from all the others to determine its worth to you as a character. You have to factor in all your gear, because if you've already hit a cap (or a few), you won't just want trifecta, and you can use that other affix option for something else you otherwise would not have and not feel punished for going standard.
Speaking of other affixes. I think they are making room for more utility stats such as pick up radius and +health globes. Build changing properties too.
I think caps are a necessity to allow variety while gearing up. In the end, we are going to all gravitate towards specific stats overall, but for individual pieces it allows flexibility.
These changes are needed in D3. Now we wont have to be hunting tri-fecta items. This opens our characters up to new types of gearing options that we would normally overlook because they lacked the super OP stats.
Anyone complaining about this change obviously had no issue stacking these stats and ignoring 95% of the games items, However for people that want to be flexible in our gearing this is a god send.
The more caps the better. Critical chance+damage is just way out of control and needs to be contained. When the power of tri-fecta diminishes, we will get to see a whole lot of fresh and interesting builds built around these new legendaries.
Rollback Post to RevisionRollBack
"Fear is the mind killer. Fear is the small death that brings total obliteration."
These changes are needed in D3. Now we wont have to be hunting tri-fecta items. This opens our characters up to new types of gearing options that we would normally overlook because they lacked the super OP stats.
Anyone complaining about this change obviously had no issue stacking these stats and ignoring 95% of the games items, However for people that want to be flexible in our gearing this is a god send.
Well you will be hunting trifectas, it will just be avg dmg + 2 of the other stats on every piece that can get it. Also,you should keep in mind, if we end up not getting these stats from bracers/belt/pants/set bonuses.. it becomes much much harder to max these stats. Especially if gems are counted, btw if they are counted Ruby > emerald for all.
Critical Hit Chance - *You may have a maximum of +40.00% Critical Hit Chance from items.
Block Chance - *You may have a maximum of 75.00% Block Chance.
Critical Hit Damage - *You may have a maximum of +250.00% Critical Hit Damage from items.
Movement Speed - *You may have a maximum of +25.00% movement speed from items
Gold Find - *You may have a maximum of +300.00% Gold Find.
Magic Find - *This increase is diminished for rare and legendary and set items.
Magic Find - *You may have a maximum of +300.00% Magic Find.
Attack Speed - *You may have a maximum of +40.00% Attack Speed from items.
So there's how they kill CMWW. I think these caps are going to singlehandedly half (or worse) everyone's current dps. Is it just me or does it seem like they are just nerfing the crap out of everything because if they don't, we won't kill the monsters they want us to, in the way they want us to, to get the loot they want us to, in the way they want us to?
I dunno about you guys, but I love the current builds that take advantage of combos. I don't want this to be just another stupid hack n' slash game where all of your skills are interchangeable (don't matter) and that's all you do is just smash.
Since i don't have trifecta everything - i honestly think all i need to do is change my crit gems to +dmg gems in my weapons and I would only lose a little bit of dps. I'm optimized around mp7-mp8 right now. But if you're decked out rolling through mp10 like it's butter - then you'll definitely notice it.
Almost any Skorn user with 100% chd emerald will be over 250% chd.
As i understood the datamined strings the cap counts ONLY for items.
So the questions is: Are socketed gems in items a seperate entity with a seperate cap ?
hmmm interesting, interesting indeed. This is one of those questions that (in good Blizzard fashion) could go either way.
The Gem drops into the item, and increases the items stats, or gives it new stats...
The Gem becomes a unique addition, through, but not included on the item...
I'm inclined to think it would count as, "part of the item" than separate, but we don't know till we know. Good question there.
Since i don't have trifecta everything - i honestly think all i need to do is change my crit gems to +dmg gems in my weapons and I would only lose a little bit of dps. I'm optimized around mp7-mp8 right now. But if you're decked out rolling through mp10 like it's butter - then you'll definitely notice it.
Yeah, I checked my stats from gear (not base stats)
47% crit
245% crit dmg not counting gems (ls e.fury)
34% ias
While I would never trade crit for ias, if given the choice. It's not a huge loss to shift 7 crit to 6 ias and 5% crit dmg. (ias is my worst dps stat of the 4 per slot)
These changes are needed in D3. Now we wont have to be hunting tri-fecta items. This opens our characters up to new types of gearing options that we would normally overlook because they lacked the super OP stats.
Anyone complaining about this change obviously had no issue stacking these stats and ignoring 95% of the games items, However for people that want to be flexible in our gearing this is a god send.
Well you will be hunting trifectas, it will just be avg dmg + 2 of the other stats on every piece that can get it. Also,you should keep in mind, if we end up not getting these stats from bracers/belt/pants/set bonuses.. it becomes much much harder to max these stats. Especially if gems are counted, btw if they are counted Ruby > emerald for all.
Some of the caps should be easy to get. Like the Crit damage cap cna be hit with 1 weapon and socket. That would open up rings, amulets and gloves so we wouldnt need CD on them making other options like +Loh, All Res and other less wanted stats as viable.
Obviously we will still need to focus on certain stats for our class builds but i think it should be that way. I just want it to be a tad more flexible than the way it is now (tri or quadfecta or bust).
And there's 5% base crit chance and 50% base crit hit damage, so might be more like 55% CC and 350% CD.
Although I hope items+base+paragon all goes together, otherwise the values are too high again (add skills in the mix and you're almost at where we're now).
Given that we have 10% crit chance and 50% crit damage from paragon (and 5% crit chance and 50% crit damage baseline), we should have expected something like this.
One thing I'd point out is that, at least according to the few items we've seen so far, it seems they have less crit/crit damage on them. So we'll have to see just how many items we need to hardcap these stats. We may be hunting trifectas just as much still. I'd hope if they're going the hardcap route that they'd be smart enough to reduce the total number of items we need to reach the cap... otherwise I don't see much of a point in it.
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So there's how they kill CMWW. I think these caps are going to singlehandedly half (or worse) everyone's current dps. Is it just me or does it seem like they are just nerfing the crap out of everything because if they don't, we won't kill the monsters they want us to, in the way they want us to, to get the loot they want us to, in the way they want us to?
I dunno about you guys, but I love the current builds that take advantage of combos. I don't want this to be just another stupid hack n' slash game where all of your skills are interchangeable (don't matter) and that's all you do is just smash.
I love current builds that take advantage of combos as well, but with combos I mean combinations of skills that work well together because of their design. I don't like builds that only work because you can inflate stats (like 100% crit chance or 3.01 APS). Keep in mind that if we had caps now, gearing would be much more interesting for some builds (every CMWW wizard can tell), and it might even spark more builds (maybe CM wouldn't be a requirement anymore, but that's just a guess).
Like I said in the news thread: I have yet to find a good argument as to why caps are bad. It's impossible to deny that the absence of caps has made trifecta an absolute requirement for 4 slots when it comes to gearing (exceptions apply, such as WD or low budget). All the builds (like CMWW) will still work, just "different"; keep in mind that even with the 40% IAS cap you can still reach the 2.31 break point which works well - you just have to get more APoC (IAS+CC capped at 40% and 30 APoC will have about the same stunlock as 18 APoC, 52% CC and 2.73 APS). But what's different than is that other builds might start to shine as well, and even with lower gear.
I think you are grossly overestimating the number of people that are even close to hitting any of those caps.
People shouting loudly doesn't make them a majority.
Oh, I think many many people are way beyond the crit hit damage cap. Not gonna say the "majority", because the majority is probably just casual gaming and doesn't care about stuff like this. But it's definitely a lot. Probably every DH, as your weapons alone will exceed the CHD cap.
Every CMWW wiz is beyond the IAS cap, and most barbs probably exceed the CC cap. Although I don't have a single character that's even close to a "billionaire", almost all my chars have at least one equip that is beyond these caps. Still - I really like this, as I can finally use different items for some slots where I'm bound to IAS/CC items and other, "nicer" items rot in my stash because it's mandatory for certain builds to push these stats as high as possible.
I know there are a lot that will be over the crit damage caps, but my WD is the 39,000 highest DPS WD in EU and is no where near hitting any of those caps.
Also wasn't one of the offensive stats mention for Paragon 2.0 CHC and CHD?
----
I was assuming that the 3k DPS weapons were partly to fix the black damage bug.
As i understood the datamined strings the cap counts ONLY for items.
So the questions is: Are socketed gems in items a seperate entity with a seperate cap ?
What was it? 50 points in Crit Chance % for +25%? 50 points in Critical Hit Damage for 100%? That makes Crit 65% and Crit Damage 350% max.
We also need to take into account MP is probably not going to work the same. I think the intention is to get away from huge HP inflation in Monster Power and make the monsters actually harder to fight, as in their abilities used to actually kill you change. So you won't need outlandish amounts of damage to kill them I would assume.
That's my take. I like the caps, it will make gearing more interesting and multidimensional. Each slot will not stand independent from all the others to determine its worth to you as a character. You have to factor in all your gear, because if you've already hit a cap (or a few), you won't just want trifecta, and you can use that other affix option for something else you otherwise would not have and not feel punished for going standard.
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No, the point of having efficient combos is if there's a variety to choose from, which should obviously be the point of it all. No one wants a bunch of skills that are just thrown together, but no one wants there to be one insanely effective go to combo that is so amazingly good that everyone almost needs it just to run their favorite class effectively. I'm sure it will still be viable, just not the end-all combo it used to be.
Rather than being all miffed about them lessening the one broken combo, let's focus on them getting as many good combos into the wizard roster as we can.
Speaking of other affixes. I think they are making room for more utility stats such as pick up radius and +health globes. Build changing properties too.
I think caps are a necessity to allow variety while gearing up. In the end, we are going to all gravitate towards specific stats overall, but for individual pieces it allows flexibility.
Anyone complaining about this change obviously had no issue stacking these stats and ignoring 95% of the games items, However for people that want to be flexible in our gearing this is a god send.
Well you will be hunting trifectas, it will just be avg dmg + 2 of the other stats on every piece that can get it. Also,you should keep in mind, if we end up not getting these stats from bracers/belt/pants/set bonuses.. it becomes much much harder to max these stats. Especially if gems are counted, btw if they are counted Ruby > emerald for all.
Since i don't have trifecta everything - i honestly think all i need to do is change my crit gems to +dmg gems in my weapons and I would only lose a little bit of dps. I'm optimized around mp7-mp8 right now. But if you're decked out rolling through mp10 like it's butter - then you'll definitely notice it.
hmmm interesting, interesting indeed. This is one of those questions that (in good Blizzard fashion) could go either way.
The Gem drops into the item, and increases the items stats, or gives it new stats...
The Gem becomes a unique addition, through, but not included on the item...
I'm inclined to think it would count as, "part of the item" than separate, but we don't know till we know. Good question there.
Yeah, I checked my stats from gear (not base stats)
47% crit
245% crit dmg not counting gems (ls e.fury)
34% ias
While I would never trade crit for ias, if given the choice. It's not a huge loss to shift 7 crit to 6 ias and 5% crit dmg. (ias is my worst dps stat of the 4 per slot)
Some of the caps should be easy to get. Like the Crit damage cap cna be hit with 1 weapon and socket. That would open up rings, amulets and gloves so we wouldnt need CD on them making other options like +Loh, All Res and other less wanted stats as viable.
Obviously we will still need to focus on certain stats for our class builds but i think it should be that way. I just want it to be a tad more flexible than the way it is now (tri or quadfecta or bust).
And there's 5% base crit chance and 50% base crit hit damage, so might be more like 55% CC and 350% CD.
Although I hope items+base+paragon all goes together, otherwise the values are too high again (add skills in the mix and you're almost at where we're now).
One thing I'd point out is that, at least according to the few items we've seen so far, it seems they have less crit/crit damage on them. So we'll have to see just how many items we need to hardcap these stats. We may be hunting trifectas just as much still. I'd hope if they're going the hardcap route that they'd be smart enough to reduce the total number of items we need to reach the cap... otherwise I don't see much of a point in it.