Crippling Light (renamed from Soothing Light) : Blinded enemies deal 40% reduced damage for 5 seconds after the Blind wears off (reworked from giving allies increased life regeneration).
Healing and XP was mind numbingly boring and i'm not upset at all that it's nerfed. It was some pretty crazy recovery, but I doubt losing 75% of that is going to keep it viable for a zdps build. Static charge is losing its group benefits but still strong solo. I guess there's EP for groups? Who knows what the new item changes will bring anyways.
I love how people keep saying good riddance on the Healer nerf without actually thinking it through.
First of all, I agree the heal amount was absurd and needed a nerf, but not nearly as much as a complete wipe with extreme prejudice as Blizz is doing.
People don't realize their progress so far (in terms of grift pushing) was only possible because of the Healer. Some idiots even go so far as saying pushing grifts will now require skill. It's obvious they actually haven't played high grifts (83+) themselves. When you reach that high of a grift level, without a Healer, no amount of "skill" is going to save you from everything one-shotting you by surrounding you with arcanes and frozens. You get nicked ONCE, you are down to < 10% Life, you start to run away, you get hit again because you are in density. Your cheat death triggers. You use your "skill" by not going back in to density like an idiot. You start to kite. But it's not like the grift is all of a sudden empty. You WILL get breathed on again, and you do. You panick and spend potion for the pathetic heal amount. Touched again, game over.
Make no mistake, life regen is absolutely essential.
I liked how the monk could go from 1 extreme to the next. from doing insane DPS to doing ZDPS and keeping group alive. I find it rather frustrating getting that perfect gear for a build just to have it be obsolete the next day. On that note.
I'm saying good, but I'm perfectly aware that reaching 83+ requires skill and that without monk heal we were running at least 5 GR lower.
I'm happy because:
-if higher GR require skill, this is not true for lower one (speed farming) that are currently quite boring
-this will further reduce the distance between group and solo, in term of top GR reached, and this is a good news for me (I like solo GR more than group)
-the gap between a casual setup (4 random dps) and a "meta" group will further reduce (there is also the nerf to XP gear). I'd like to use my class for more than TX farm and solo push (I play wiz this season)
It was a hard season for wiz. hardly one in sight.
I love how people keep saying good riddance on the Healer nerf without actually thinking it through.
First of all, I agree the heal amount was absurd and needed a nerf, but not nearly as much as a complete wipe with extreme prejudice as Blizz is doing.
People don't realize their progress so far (in terms of grift pushing) was only possible because of the Healer. Some idiots even go so far as saying pushing grifts will now require skill. It's obvious they actually haven't played high grifts (83+) themselves. When you reach that high of a grift level, without a Healer, no amount of "skill" is going to save you from everything one-shotting you by surrounding you with arcanes and frozens. You get nicked ONCE, you are down to < 10% Life, you start to run away, you get hit again because you are in density. Your cheat death triggers. You use your "skill" by not going back in to density like an idiot. You start to kite. But it's not like the grift is all of a sudden empty. You WILL get breathed on again, and you do. You panick and spend potion for the pathetic heal amount. Touched again, game over.
Make no mistake, life regen is absolutely essential.
I completely agree with you.
Also it's the exact reason why they nerfed it to the ground. If a class/spec becomes mandatory for high GR progress, then there's a problem.
Maybe groups now won't be able to reach the GR levels they have done in S4 right because of missing healing, but don't forget that now everyone is in the same boat. people will have to find new ways of deal with increased damage or simply stop at certain levels due to too much damage.
GR are not supposed to be beaten. They scale infinitely to the point you won't be able to deal with them.
It was a hard season for wiz. hardly one in sight.
Which i cannot explain tbh - look at diablorank, Wizards were able to clear 80 solo on SC and push to 75 HC iirc. It's not like they were weak at all.
Still the synergy between skills and the healing role made the monk extremely more popular and Wizard basically ignored.
EDIT: actually HC wizard cleared 74 on par with barbs, while best monks are at 72; on SC rank#1 is a wizard clearing 82 - only one in the world. there are some of them through the monks mass.
I'm really unsure if this is a hard nerf. Seems more like they're extending your progress to get gear. Sure, double mystic ally: enduring did loads of healing but with the Inna's rework:
Inna's Mantra
6 pieces: Gain the five runed Mystic Allies at all times and your damage is increased by 50% for each Mystic Ally you have out. (reworked from Mystic Allies casting abilities as you do)
I still think it is possible to get some heavy healing going, it'll just take you a bit more work and time. (might have misunderstood the rework though!)
Yeah that's why I asked. Lol where did you get your info? This could make Inna's a usable set again methinks. 500% increased damage not to mention all the bonuses. Can't wait to see all the new items, I want a sleeping wind + ltk monk and a sleet storm wizard
Nah, this set is to be redone again. Even if it's 500%, Legacy of Nightmares will be better unless they will nerf 800% for every ancient to less than 40-50% which is not likely going to happen. This inna is probably worst iteration of the set ever, creativity on pair with version from vanilla. Both this and swk have this strong smell of out-of-ideas.
Nah, this set is to be redone again. Even if it's 500%, Legacy of Nightmares will be better unless they will nerf 800% for every ancient to less than 40-50% which is not likely going to happen. This inna is probably worst iteration of the set ever, creativity on pair with version from vanilla. Both this and swf have this strong smell of out-of-ideas.
I know what you mean, I smell it as well but hey, when PTR ends we will know better. Let's help good ol' Blizzard out
800% per ancient might also be a bait so that people try it out in bigger extent then if the numbers were lower. That way they get more dataz and we'll probably end up with something balanced.
Also, full ancient with decent stats is quite time consuming to farm
I wouldn't mind if lon will outclass 6pc sets. After all what allows for more diversity, 3 set in stone powers or 6 unique mix and match legendary powers? Who knows, maybe they finally came to the same conclusion.. Especially considering the fact that they are seems little more serious about generic legendary powers this time. That leaves open area for numerous ideas, like combine item a and b to get power c/overpower legendary gem d, or if ability x is augmented by at least 3 items it also does effect z, or put gem n into armor piece m so it will affect skill x instead of y.
So i guess Sets remain for the true fans of the sets, and others will mostly play non-set builds and take over the GR sector.
GR sector = 1 - 60 in 4 groups, since heal monk is b`bye :))
Why would heal monk be gone? It's only nerfed and I'm sure you'll be able to combine some wicked comp with four players which buffs the group. Also, new items and buffed legendary powers. My guess would be at least this seasons GR levels.
On my U6 monk I have 1,2 billion toughness in groups, the heal monk sure is nice but I don't really need it. I'm sure we will adjust and wreck the GR levels still
So i guess Sets remain for the true fans of the sets, and others will mostly play non-set builds and take over the GR sector.
GR sector = 1 - 60 in 4 groups, since heal monk is b`bye :))
Why would heal monk be gone? It's only nerfed and I'm sure you'll be able to combine some wicked comp with four players which buffs the group. Also, new items and buffed legendary powers. My guess would be at least this seasons GR levels.
On my U6 monk I have 1,2 billion toughness in groups, the heal monk sure is nice but I don't really need it. I'm sure we will adjust and wreck the GR levels still
The meta of taking "tanks" into grifts is hard to shake off, but the heal monk is gone, it now heals for 25% of what it used to, maybe we will have a "puller/gatherer" build based off the thorn crusader which will be able to tanks and still deal dmg...
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SO i take it healing monk is getting nerfd.
yup and swk is getting a semi type nerf
and static too
Yes, to about 24% of healing that we have curretnly:
Monk
My D3 armory
My Youtube Channel
Healing and XP was mind numbingly boring and i'm not upset at all that it's nerfed. It was some pretty crazy recovery, but I doubt losing 75% of that is going to keep it viable for a zdps build. Static charge is losing its group benefits but still strong solo. I guess there's EP for groups? Who knows what the new item changes will bring anyways.
I love how people keep saying good riddance on the Healer nerf without actually thinking it through.
First of all, I agree the heal amount was absurd and needed a nerf, but not nearly as much as a complete wipe with extreme prejudice as Blizz is doing.
People don't realize their progress so far (in terms of grift pushing) was only possible because of the Healer. Some idiots even go so far as saying pushing grifts will now require skill. It's obvious they actually haven't played high grifts (83+) themselves. When you reach that high of a grift level, without a Healer, no amount of "skill" is going to save you from everything one-shotting you by surrounding you with arcanes and frozens. You get nicked ONCE, you are down to < 10% Life, you start to run away, you get hit again because you are in density. Your cheat death triggers. You use your "skill" by not going back in to density like an idiot. You start to kite. But it's not like the grift is all of a sudden empty. You WILL get breathed on again, and you do. You panick and spend potion for the pathetic heal amount. Touched again, game over.
Make no mistake, life regen is absolutely essential.
I liked how the monk could go from 1 extreme to the next. from doing insane DPS to doing ZDPS and keeping group alive. I find it rather frustrating getting that perfect gear for a build just to have it be obsolete the next day. On that note.
When will the Crusader have its day.
Looks like I'll be stuck in torment 2 again (formerly torment 4). So much for progression.![:angry: :angry:](https://media.diablofans.com/avatars/11/60/3623466180.png)
Heck, I'm not even a heal monk (Out of that list I only use Mantra of Healing) and I'm getting the shaft on this.
Also it's the exact reason why they nerfed it to the ground. If a class/spec becomes mandatory for high GR progress, then there's a problem.
Maybe groups now won't be able to reach the GR levels they have done in S4 right because of missing healing, but don't forget that now everyone is in the same boat. people will have to find new ways of deal with increased damage or simply stop at certain levels due to too much damage.
GR are not supposed to be beaten. They scale infinitely to the point you won't be able to deal with them.
Which i cannot explain tbh - look at diablorank, Wizards were able to clear 80 solo on SC and push to 75 HC iirc. It's not like they were weak at all.
Still the synergy between skills and the healing role made the monk extremely more popular and Wizard basically ignored.
EDIT: actually HC wizard cleared 74 on par with barbs, while best monks are at 72; on SC rank#1 is a wizard clearing 82 - only one in the world. there are some of them through the monks mass.
Courtesy of https://www.diablorank.com/
I'm really unsure if this is a hard nerf. Seems more like they're extending your progress to get gear. Sure, double mystic ally: enduring did loads of healing but with the Inna's rework:
Inna's Mantra
I still think it is possible to get some heavy healing going, it'll just take you a bit more work and time. (might have misunderstood the rework though!)
So if I use crudest boots do I get 10 allies? Because that would be fucking awesome
Yeah that's why I asked. Lol where did you get your info? This could make Inna's a usable set again methinks. 500% increased damage not to mention all the bonuses. Can't wait to see all the new items, I want a sleeping wind + ltk monk and a sleet storm wizard
Nah, this set is to be redone again. Even if it's 500%, Legacy of Nightmares will be better unless they will nerf 800% for every ancient to less than 40-50% which is not likely going to happen. This inna is probably worst iteration of the set ever, creativity on pair with version from vanilla. Both this and swk have this strong smell of out-of-ideas.
800% per ancient might also be a bait so that people try it out in bigger extent then if the numbers were lower. That way they get more dataz and we'll probably end up with something balanced.
Also, full ancient with decent stats is quite time consuming to farm
I wouldn't mind if lon will outclass 6pc sets. After all what allows for more diversity, 3 set in stone powers or 6 unique mix and match legendary powers? Who knows, maybe they finally came to the same conclusion.. Especially considering the fact that they are seems little more serious about generic legendary powers this time. That leaves open area for numerous ideas, like combine item a and b to get power c/overpower legendary gem d, or if ability x is augmented by at least 3 items it also does effect z, or put gem n into armor piece m so it will affect skill x instead of y.
Yeah, true... though some builds might require more crit etc. Still some collecting to do, which is nice!
To be competitive with the 6pc sets it needs to be 300% minimum per ancient, so it's def overtunned to draw more ppl to try it.
Those Who Do Not Know True Pain Cannot Possibly Understand True Peace...
On my U6 monk I have 1,2 billion toughness in groups, the heal monk sure is nice but I don't really need it. I'm sure we will adjust and wreck the GR levels still
Those Who Do Not Know True Pain Cannot Possibly Understand True Peace...