In patch 1.0.5, we will be fixing a bug with Trail of Cinders that is causing the rune to deal five times more damage than intended. As a result of this fix, the amount of damage done by Trail of Cinders will be reduced from its current value (1500% weapon damage over 3 seconds) to the value we originally designed for 1.0.4, which is 300% weapon damage over 3 seconds. While this bug was discovered very quickly after 1.0.4 released and is capable of being hotfixed, we didn't want to move forward with the fix without giving players proper notice. We also know that players are having fun using Trail of Cinders in their builds, so -- although this is an important issue we want to address -- we're opting to wait for the next client patch to make any adjustments.
We recognize that some builds which currently use Trail of Cinders will no longer be viable once this bug is fixed. Ultimately, we want to continue to provide players with more build options and ways to feel creative with their skill/gear selections, but not at the expense of going against our design goals or creating situations which can encourage players to limit themselves defensively.
Discipline-based skills were never intended to trump Hatred-based skills when it comes to dealing damage. Instead, Discipline should be something you build up and save to use defensively, or to provide utility in addition to dealing damage. Allowing Trail of Cinders to remain in its current form goes against this philosophy, and in addition creates risky scenarios for players (after all, if you’re incentivized to spend all your Discipline doing damage, it won’t be available when you need it to keep yourself alive with skills like Smoke Screen or Shadow Power).
We don't yet have a date for when 1.0.5 will be released, but we'll provide more information as the development process continues. We'll also update this thread with a reminder once we're close to releasing the patch.
Thanks for this, but there's a pretty dedicated news team that puts stuff up directly from Blizzard quickly.
Also on this subject it's a good change, ToC is ridiculously OP'd. With good gear, one cast is one shotting every champion in an act 1 champ pack, and I can easily kill act 3 champs with just the skill, which doubles as awesome kiting, AND it stacks.
Gotta say saw this one coming at 1.04 launch day =D
You call nerf cause you don't like the idea of having something taken away.
The thing is, it was never INTENDED to be this strong. It's a bug. They are fixing it. If it had intentionally been designed to be this ridiculously strong, and then they turned around on it, then they wouldn't have made such a large post regarding it. It would have been a "This is being nerfed cause it's too OP". They explained the mechanics of how the spell works, and why it bugged out.
You say nerf,
They say bugfix.
Guess which one is far more accurate?
Honestly what's the point of playing a DH now the tank build and trail of cinder are dead? When I see those wiz tanking A3 or doing 80k dps while not being one shotted by anything and their moms or those monks barbs tanking dozens of mobs, I'm just left wondering, what does my DH do that they don't. Oh yeah I can get a nat set and spam gloom endlessly but since farmers took over AH there's no way I'm spending IRL money for this.
You call nerf cause you don't like the idea of having something taken away.
The thing is, it was never INTENDED to be this strong. It's a bug. They are fixing it. If it had intentionally been designed to be this ridiculously strong, and then they turned around on it, then they wouldn't have made such a large post regarding it. It would have been a "This is being nerfed cause it's too OP". They explained the mechanics of how the spell works, and why it bugged out.
You say nerf,
They say bugfix.
Guess which one is far more accurate?
WELL, if you really want to get technical, it IS a nerf considering they are lowering the damage of the skill, intended, bug or not. JUST to be technical =D
You call nerf cause you don't like the idea of having something taken away.
The thing is, it was never INTENDED to be this strong. It's a bug. They are fixing it. If it had intentionally been designed to be this ridiculously strong, and then they turned around on it, then they wouldn't have made such a large post regarding it. It would have been a "This is being nerfed cause it's too OP". They explained the mechanics of how the spell works, and why it bugged out.
You say nerf,
They say bugfix.
Guess which one is far more accurate?
They're both equally accurate; Blizz says it's a bug, so the fix is a nerf.
This was predictable beyond all argument, at least they had the decency to allow us our fun until a scheduled patch rather than hotfixing. DH got buffed along with everyone else in 1.0.4, nobody noticed because ToC was overpowered and thus mandatory. The sky is not yet falling.
I'm a DH (P. lvl 12) who currently uses ToC. It is OP and for that I am forced to blow all my discipline on it in order to be a prime damage DH. It needs to be nerfed. I don't want the option to use it as I am left with no discipline, yet it wastes every elite I use it on, putting me in harms way everytime resulting in more frequent deaths but yet I'm a slaughter machine. Blizzard knows what they're doing, and anyone with half a brain will be glad for this change.
just LOL, wtf.
they MADE it what it is, they WROTE what it is in patch notes based on what they did and how they did. They invented and created the mechanics the game uses to deal damage and whatever skill u use the way they wanted. So excuse me but but they should explain more because what stated is total BS. it looks more like:
"lets make 1.0.4 cool and better, maybe for dh lets give them other way of having fun and deal some dmg for 3 secs per vault? yeah yeah!" and they did that, it is nice, but still u could really miss the fire on everything, u have to use it 2-3 times to be best effective. It helps its fun but its not something that take over because we still have very limited discipline regeneration to use it all over all time and the vault is usualy last not the first disc skill active.
so week later after patch: "
"you know guys, i think those damn hunters are really having fun , but hey i think its wrong! We putted formula in the system we made and written it in patch notes but i think it should be different so recalculate it from perspective of how the game took our idea of last change and divide it by 5...."
thay made it, they knew what works how and they exactly made it as they wanted it to be, 1500%weapon damage for 3 secs, no mistake here, its fine working as intended. and now u r killing it....so one of major fun things from patch notes for dh just get flushed down the toilet......tumble back my friends, they were just kidding around....keep walking nothing to look at, just blizzard, keep walking......
Exactly, we have a limited amount of discipline, which is why we cannot be wasting it on offensive skills. I'm already growing tired of using ToC and risking my DH justo get a few more kills in. Gloom is a godly defensive skill and I need it back to where I can use it with no drawback. You may think that what you typed was funny, but it's actually very ignorant.
I might just be the only person I know of that isn't using ToC as a main attack, and even at 300% it's still more than enough for its intended purpose: dealing some extra damage to enemies that chase you. This is still MUCH better than the 1.0.3 damage (I think it was something like 70%, stupidly low). I will still be using it with no change in my playstyle post-patch. It will still be an excellent kiting skill, and good damage when used to supplement your standard Hatred-based ones, but there's the keyword. Supplement.
No discipline skill was ever intended to be a primary damage ability. The fact of the matter is that this one was being used as such, and so I honestly would have taken them at their word even if they had called it a straight nerf (actually would have been more believable than the "bug fix" they're calling it).
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We recognize that some builds which currently use Trail of Cinders will no longer be viable once this bug is fixed. Ultimately, we want to continue to provide players with more build options and ways to feel creative with their skill/gear selections, but not at the expense of going against our design goals or creating situations which can encourage players to limit themselves defensively.
Discipline-based skills were never intended to trump Hatred-based skills when it comes to dealing damage. Instead, Discipline should be something you build up and save to use defensively, or to provide utility in addition to dealing damage. Allowing Trail of Cinders to remain in its current form goes against this philosophy, and in addition creates risky scenarios for players (after all, if you’re incentivized to spend all your Discipline doing damage, it won’t be available when you need it to keep yourself alive with skills like Smoke Screen or Shadow Power).
We don't yet have a date for when 1.0.5 will be released, but we'll provide more information as the development process continues. We'll also update this thread with a reminder once we're close to releasing the patch.
http://www.diablofans.com/blizz-tracker/topic/233964-upcoming-change-to-trail-of-cinders/
Also on this subject it's a good change, ToC is ridiculously OP'd. With good gear, one cast is one shotting every champion in an act 1 champ pack, and I can easily kill act 3 champs with just the skill, which doubles as awesome kiting, AND it stacks.
Gotta say saw this one coming at 1.04 launch day =D
The thing is, it was never INTENDED to be this strong. It's a bug. They are fixing it. If it had intentionally been designed to be this ridiculously strong, and then they turned around on it, then they wouldn't have made such a large post regarding it. It would have been a "This is being nerfed cause it's too OP". They explained the mechanics of how the spell works, and why it bugged out.
You say nerf,
They say bugfix.
Guess which one is far more accurate?
Lame.
WELL, if you really want to get technical, it IS a nerf considering they are lowering the damage of the skill, intended, bug or not. JUST to be technical =D
They're both equally accurate; Blizz says it's a bug, so the fix is a nerf.
by all means play another class for awhile
Because blizzard will do whatever the eff they want to your character, whenever they want to.
Exactly, we have a limited amount of discipline, which is why we cannot be wasting it on offensive skills. I'm already growing tired of using ToC and risking my DH justo get a few more kills in. Gloom is a godly defensive skill and I need it back to where I can use it with no drawback. You may think that what you typed was funny, but it's actually very ignorant.
Seriously, you think a SPAMMABLE and STACTABLE skill that does 1500% weapon damage in 3 seconds is not overpowered?
Get over with it.
I'm fine with the fix; it was pretty stupid to begin with.
Conform or be cast out.
My Demon Hunter: http://tinyurl.com/anufqzj Yes, THAT Analogkid- pissing off Hunters since 2007.
No discipline skill was ever intended to be a primary damage ability. The fact of the matter is that this one was being used as such, and so I honestly would have taken them at their word even if they had called it a straight nerf (actually would have been more believable than the "bug fix" they're calling it).