Just looking at some of the Skill Runes for the DH and Wiz, and I noticed some changes. I won't list everything that was different, but an example is the DH's Marked for Death ability no longer has a skill rune that increases the amount of increased damage the target takes (it's always only 15%).
Surely those of you who have played around with the new calculator have found similar changes among the other classes?
Seems like some of the abilities that the Skill Runes grant are kind of lame.
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Playing a Wizard. Looking for Demon Hunters to play with.
I just don't understand why they made the changes. Typically the reason for changing things like this is because they are overpowered, but at this point how can we determine that? To be honest nothing really seemed that overpowered (at least not the abilities I looked at).
They seemed like they were good abilities, but nothing that would be game-breaking. I guess maybe they removed/changed some Skill Runes to make them more on par with the other runes for that ability? I have to admit that some of the Skill Runes for certain abilities were just so much better than any other runes for that same ability. I guess they're attempting to create balance between the runes for each ability so that people don't end up cookie-cutting? This is hard to avoid, but if this is what they're going for, I can only respect them for it.
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Playing a Wizard. Looking for Demon Hunters to play with.
I just don't understand why they made the changes. Typically the reason for changing things like this is because they are overpowered, but at this point how can we determine that? To be honest nothing really seemed that overpowered (at least not the abilities I looked at).
They seemed like they were good abilities, but nothing that would be game-breaking. I guess maybe they removed/changed some Skill Runes to make them more on par with the other runes for that ability? I have to admit that some of the Skill Runes for certain abilities were just so much better than any other runes for that same ability. I guess they're attempting to create balance between the runes for each ability so that people don't end up cookie-cutting? This is hard to avoid, but if this is what they're going for, I can only respect them for it.
We can't determine it, but they can. They've been trying out builds in Inferno for quite a while, so they have a good idea of what's OP. One of the biggest changes I noticed was the WDs Rush of Essence passive. It went from returning 125% of spirit skill mana cost to returning 30% mana, which sounds like a much more reasonable number.
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Surely those of you who have played around with the new calculator have found similar changes among the other classes?
Seems like some of the abilities that the Skill Runes grant are kind of lame.
A QUADRILLION MAGIC FIND is worthless if you can't kill shit!
They seemed like they were good abilities, but nothing that would be game-breaking. I guess maybe they removed/changed some Skill Runes to make them more on par with the other runes for that ability? I have to admit that some of the Skill Runes for certain abilities were just so much better than any other runes for that same ability. I guess they're attempting to create balance between the runes for each ability so that people don't end up cookie-cutting? This is hard to avoid, but if this is what they're going for, I can only respect them for it.