I think everyone understands the disclaimer. I think people also understand there is a process to tuning abilities. So when there's drastic changes like the shadow power one, which is not an appropriate number, people will call them on it for even thinking that was a valid number for testing.
I didn't get your point. You say the Shadow Power change is uncalled for? Btw, it's not really a number change. It's a concept change.
Giving a character the ability to have an on-demand 15% lifesteal is problematic. Because except for Barbs (which can get 9% lifesteal, or I guess could ;)), classes like the Wizard and WD will never come even close to that sort of sustain. It also means that class doesn't need to care about any sustain in gear, and pretty much all that matters is getting enough Discipline to keep that up all the time.
Shadow Power was obviously designed as a "burst heal", not as an "infinite sustain" that outshadows all other Discipline abilities. That concept didn't work. And the %-based Sustain neither.
Maybe they're trying something new. We don't know what was discussed internally. Can't say I totally disagree with them for wanting to mix things up.
Math doesn't leave room for debate, feelings or opinions. Again unless they change the coefficients for demon hunter to something ridiculously high, like 4-6x , this number is way off for practical testing purposes. So the only way that their judgment wouldn't be rightfully ridiculed.. would be if they just randomly typed in a number.
Having a hard time understanding this part. As I said, it's not even a "math" change. It's a concept change. 800+ Life on Hit is significant, and we don't even know what they're doing with proc ratios. So really? No room for debate or explanations? At all?
As an aside. I'd rather be the guy that jumped the gun and made a case for something that didn't need one. Rather than say nothing and watch the change come to pass, because of lack of foresight on their part. (i.e. attack speed values @ launch)
You mean the Attack Speed change shouldn't have happened?
Also, I didn't mean: "do not criticize any change whatsoever". If you're against the Shadow Power change, discuss it, voice your opinion, say it's unreasonable, think of alternatives, try to prove how the skill isn't broken (you're gonna have a hard time with that one).
But there's no need to go overboard with the reactions.
My point was: we don't even know if these changes are gonna make it to a PTR/beta until they do. Big skill changes like this will very likely go through a PTR testing.And that's the adequate moment for strong and well informed feedback, not now.
I can see people are not really understanding each other here. Please people don't take "opinion" as "facts". Let's just be grateful that we have so much to talk about now. It would be better to just respect ones perspective on things even if it doesn't relate to yours.
I don't want to seem like the greedy guy who screams "GIV MOAR NOOOW!!!" straight after a virtual buffet of absolute goodness, but I'm going to ask anyway. Is there more info coming in soon? Just asking if that's all of it, or if you guys are still extracting some more information. Some details on paragon xp, and whatever other stuff on items would be interesting.
we don't even know if these changes are gonna make it to a PTR/beta until they do
Thechnically, this IS from the PTR A wee bit unintended and released early, as the servers aren't live yet, but this was posted by Blizzard to the public content delivery network which is used in open betas, public tests, and live games.
And yeah, I don't like the direction of the changes either. Apart from the WD, all classes will have to make gearing changes, and on the high end every piece is super expensive. I know that all gear will be replaced when I hit level 70, but there will be months of level 60 gaming between the patch and the expansion. I don't want to get instantly crippled on level 60 once again, just because Blizzard wants to fix things it screwed up. I never invested RM in my characters, but time is more precious anyways, and there is over 1500h of gameplay in my character. Please understand my concern.
Your Haunt and Locust Swarm abilities last almost forever.
I'm so alright with this passive. Locust swarm and haunt are some of my favourite WD abilities, all I need is for corpse spiders to be badass and my witch doctor is up for some play.
Called Storm Chaser going to Lightning. Feels good.
They're even reducing the AP cost of Energy Twister, so I'd say CM is off their radar, and the nerf/replacement didn't make this build. One idea of mine had been CM giving a 1 second buff that increased cooldown speeds by 100% - maths out exactly the same unless it refreshes inside 1 second, in which case it's still good (halves all cooldowns) but not permafreeze good. I mean, if you've got Black Hole, Pulsar and Cold Snap, you'd have a pretty good lock, but that's a lot more commitment than many current CM builds.
Overall, it just feels good. The grammar changes are nice, there's a bit more of a reason to use certain elements, or combinations of elements, and wizards get more good choices of elemental spells. Barbarians look like Relentless is getting turned into a revival passive, and Seismic Slam having a reliable stun is amazing. New Whirlwind - Hurricane has the potential to be a massive farming tool, using Cleave - Reaping Swing and Battle Cry - Bloodshed to kill most of them, Sprint - Run like the Wind to make sure the stragglers die while getting you to the next pack, then gather with Whirlwind.
And Witch Doctors do have a couple of changes. One rune of Spirit Barrage now has a 2 second Charm attached, and one rune of Firebats removes the mana cost entirely. Pretty major, really.
Oh, and the 140% movement slow on Ray of Frost - Numb is probably not accurate. Unless it makes them move backwards. Which would be awesome, but kind of impractical.
Oh it will in some form or another. Blizz has said time and time again that they want to get rid of perma-archon and wotb. I hope they nerf CMWW as well.
Oh it will in some form or another. Blizz has said time and time again that they want to get rid of perma-archon and wotb. I hope they nerf CMWW as well.
Barbarian
I have no clue why they would even think about removing Knockback from Bash... Way to make a generic resource generator.
Making Weapon Throw a generator seems way too cool to make it into the game. I get the feeling that I'm gonna need way more character slots...
The change to Ancient Spear is long overdue, that skill was crap in every possible way. Goes to show that this team never designed an ARPG.
Thank god they are getting rid of Thrive on Chaos. Though with that said I feel like they could have kept Into the Fray.
But they better not touch Overpower: Revel, Bloodthirsty and Ruthless.
Looking at the way they are redesigning Barbarian, they seem to want to remove as much on damage heal as they can and stick to Life per Fury spent instead. Sorry guys but that's a Monk mechanic, come up with something original. You know...something that's actually good. Healing 1650 life when I spend all my Fury is pathetic beyond explanation. Especially for a class that degenerates resource.
Demon Hunter
Gotta love all the attention they are finally giving my Engineer. Rockets and Grenades all day please.
Also Companion is finally getting some attention. The mechanics of that skill were way too opaque. They should still think about allowing the player to see his pet's stats (especially HP).
Also guaranteed crits on Vault seem kinda fun.
Don't like the change to Preparation and Supression Fire though, it's not like that combo is that great anyway, not much need to nerf it.
Monk
So they finally realized how terrible Dashing Strike was? About a year too late but at least it's something. I have no clue what they were thinking when designing that skill...
I seem to be noticing a lot of Knockback removal. And I don't like it. Kick needs it.
They still should make some changes to the Pillar of the Ancients. For the difficulty in setting it up, it sure doesn't do much more than the base skill.
Witch Doctor
This is obviously unfinished. For one they are removing Mana costs from Physical realm skills yet they leave Frog Affinity alone (a terrible skill to begin with).
Also conspicuous by its absence is any kind of change to Zombie Charger. Bears are by FAR the best rune no contest when it comes to both damage and aoe and yet no changes have been made. I'm thiking Witch Doctor will receive a lot more attention later on, possibly with some serious resouce redesign.
Wizard
I love love love the way they are changing up the elements. By far the biggest weakness I saw in the Wizard skills was that e.g. Conflagration cared about fire skills and there were barely any fire skills to begin with. Though now they are fixing that I'd like it more if they left Conflagration the way it was.
I do think however that they may have gone a bit overboard. Some skills now have so many elemental effects that if you for example are making a Temporal Flux/Disruption Arcanist many of the skills you'd like to use don't actually have a good Arcane based rune anymore. Though I applaud the return of Glacial Spike and Frozen Orb, Fire Walls and all that stuff, I feel like they might want to dial back on the elements a little bit.
Don't get the Blazing Hydra concept though. It's basically a smaller Mammoth Hydra the way I see it.
All in all about 70% of this seem promising but there are still problems and I don't think they are making as much progress as I would have hoped. One would think D3's release and the problems the game has would teach them a few things but it seems like they are still making the same mistakes. But hey, the release is still ways away so one can hope. I do think however, that even after the expansion the game will be a bit of a distance away from what it should have been on release.
Rollback Post to RevisionRollBack
A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head!
So, a couple of comments;
1.Barb WWspec was not only nerfed via ending permaWotB, but also via WW movement speed and Battle Rage fury regen. Even if some of these class changes doesnt make it to live, we can be pretty sure that the WWspec is gone. They wont revert the 3 nerfs and any of those alone put an end to WW Barb.
2.We can see that permaArchon wont exist anymore but no changes to CM build, which is a bugged spec just like Barb WW... doesnt make much sense to me. A lvl60 wizard with CM spec can trivialize content at lvl70, everything is freezed anyway.
3.The wording change from Target to Enemy on all skills makes me think there can be a team arena like 2v2. I see that they want to separate friendly target from opponent target, Changing the names to Ally or Enemy on most of the skills.
Oh it will in some form or another. Blizz has said time and time again that they want to get rid of perma-archon and wotb. I hope they nerf CMWW as well.
Franlky, the problem is CMMW, not archon. WOTB allows permanent immunity to CC while archon allows permanent non-immunity to CC
Thechnically, this IS from the PTR A wee bit unintended and released early, as the servers aren't live yet, but this was posted by Blizzard to the public content delivery network which is used in open betas, public tests, and live games.
Well, at least it's not from a "playable" PTR, I guess. Because some things there are have some crazy numbers (Meteor's 1820% damage Pulsar).
Apart from the WD, all classes will have to make gearing changes, and on the high end every piece is super expensive. I know that all gear will be replaced when I hit level 70, but there will be months of level 60 gaming between the patch and the expansion. I don't want to get instantly crippled on level 60 once again, just because Blizzard wants to fix things it screwed up. I never invested RM in my characters, but time is more precious anyways, and there is over 1500h of gameplay in my character. Please understand my concern.
It will probably start being replaced at around level 65-66. But yeah the bolded part is a very fair concern.
I still like the idea of seeing them mixing things up. We played with the current setups for almost a year, and it's gonna be a couple more months without changes. I also don't think you will have to swap out every piece of gear with some of these changes.
Good stats will always mean a powerful character. It's not like Crit Chance and attackspeed become useless just because some skills were changed.
I think everyone understands the disclaimer. I think people also understand there is a process to tuning abilities. So when there's drastic changes like the shadow power one, which is not an appropriate number, people will call them on it for even thinking that was a valid number for testing.
I didn't get your point. You say the Shadow Power change is uncalled for? Btw, it's not really a number change. It's a concept change.
I never said it was uncalled for. If you had read any of my previous posts I said it could use a changing. Also while it's a concept change in your eyes. It's a numbers shift in mine, I've already said 3% life steal = 900+ life on hit ala item budget, it's actually 956 if we're being specific. The idea is to regen hp while attacking enemies. That didn't change.
As I've already said they could be removing life steal entirely since all life steal abilities have a LOH or an absorb effect now. But this doesn't address the issue of the gear scaling and how useless even 800 life on hit is now vs 3% life steal.
Giving a character the ability to have an on-demand 15% lifesteal is problematic. Because except for Barbs (which can get 9% lifesteal, or I guess could ;)), classes like the Wizard and WD will never come even close to that sort of sustain. It also means that class doesn't need to care about any sustain in gear, and pretty much all that matters is getting enough Discipline to keep that up all the time.
DH defense is shit compared to wizard and barb. Things that are frozen can't hit you, also having a 40% armor + resist bonus is huge. I'm not saying they should nerf wizard or barb, but demon hunters have always been awful in the ehp department. DH's need better defense, not less of it. It's been that way since day 1.
DH's don't have the highest dmg but have the worst EHP. If they are suppose to kite they should hit harder than witch doctors. But instead WD can just face tank anything with good gear and only 3% lifesteal.
Math doesn't leave room for debate, feelings or opinions. Again unless they change the coefficients for demon hunter to something ridiculously high, like 4-6x , this number is way off for practical testing purposes. So the only way that their judgment wouldn't be rightfully ridiculed.. would be if they just randomly typed in a number.
Having a hard time understanding this part. As I said, it's not even a "math" change. It's a concept change. 800+ Life on Hit is significant, and we don't even know what they're doing with proc ratios. So really? No room for debate or explanations? At all?
We know what the proc rates are currently and as far as we know they have not changed. So it's definitely room for concern.
As an aside. I'd rather be the guy that jumped the gun and made a case for something that didn't need one. Rather than say nothing and watch the change come to pass, because of lack of foresight on their part. (i.e. attack speed values @ launch)
You mean the Attack Speed change shouldn't have happened?
No I mean it should have never made it live to begin with. I thought I was pretty clear. I was saying they demonstrated a huge lack of foresight. I also insinuated that they are very capable of doing it again. Hence my concern.
Also, I didn't mean: "do not criticize any change whatsoever". If you're against the Shadow Power change, discuss it, voice your opinion, say it's unreasonable, think of alternatives, try to prove how the skill isn't broken (you're gonna have a hard time with that one).
But there's no need to go overboard with the reactions.
It could use a change and I've already shown that 3% life steal is 956 loh in terms of budget. I've also stated in MP7 gear 3% life steal is significantly better than 956 loh. This is essentially reducing shadow power to less than 10% of it's current power, rendering it useless in any form.
So just so we're clear 15% -> 3% -> 800 loh = worse scaling
RoS= stat inflation 3x over at the very least. 800 life on hit then is like 266 loh on now, which is less than 1% life leech now.
Does it all make sense now? They are nerfing the effectiveness of shadow powers purpose to about 1/15 of what it was. Hopefully it does change and it probably will. But I really question why even start there, it's not efficient.
The number is WAY too low. The end.
My point was: we don't even know if these changes are gonna make it to a PTR/beta until they do. Big skill changes like this will very likely go through a PTR testing.And that's the adequate moment for strong and well informed feedback, not now.
I am questioning their rationale. Since you need to have a reason to change something and an idea of the direction you want to go. So unless they randomly put a number there, their methods have issues. If a person is willing to nerf or buff something by over 1000%, even as a test, they have little foresight. I mean unless their goal is to see how useless or mandatory an ability becomes.
Still waiting on a Haunt that jumps enemies when refreshed. Also, infinite duration seems like it owuld make the 2s duration rune of Haunt really overpowered relative to the others.
I think it's very interesting that Frozen Orb says it does 'up to X% weapon damage' for both the pierce and the burst. Does that mean it spews ice bolts everywhere, but an enemy can only be hit by so many of the bolts? It also does much less damage, presumably in exchange for hitting way more enemies.
Ray of Frost getting an AOE is sooooo delicious. I love the Black Ice build already, this'll just make it better. Tiny radius, but I suspect it'll still be noticeable vs packs.
This also makes me suspect that Life Steal is going to be entirely eliminated in favor of things that are easier to balance like LoH.
Looks like they haven't figured out what to do with Crit Mass yet... or they're planning on nerfing crit chance and proc rates until it isn't overpowered.
I get your points a little clearer this time @riptide. I do agree with your concern. The attackspeed issue could probably have been foreseen (and should've been internally tested). Also true that 850 Life on Hit would be a lot less valuable in the expansion (we can already foresee that health pools will be increased significantly).
Btw, just for the record, I do agree that changing Shadow Power's Lifesteal into Life on Hit might not be the best solution (but I also think Shadow Power cannot stay in its current state).
I'd rather see them try something like 5-6% lifesteal. Or maybe even allow the 15% burst-Lifesteal for say, 2-3 seconds, and then have it be reduced for the rest of the duration (and then increase it to 10 second duration); trying to bring back the old concept, but keeping some sort of sustain bonus there.
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Only for Barbarian's and Wizard's. The other classes will play pretty much the same builds.
I can see people are not really understanding each other here. Please people don't take "opinion" as "facts". Let's just be grateful that we have so much to talk about now. It would be better to just respect ones perspective on things even if it doesn't relate to yours.
You're a wizard Harry.....
If not, thanks for everything so far.
Many bothans died to bring us this information
And yeah, I don't like the direction of the changes either. Apart from the WD, all classes will have to make gearing changes, and on the high end every piece is super expensive. I know that all gear will be replaced when I hit level 70, but there will be months of level 60 gaming between the patch and the expansion. I don't want to get instantly crippled on level 60 once again, just because Blizzard wants to fix things it screwed up. I never invested RM in my characters, but time is more precious anyways, and there is over 1500h of gameplay in my character. Please understand my concern.
I'm so alright with this passive. Locust swarm and haunt are some of my favourite WD abilities, all I need is for corpse spiders to be badass and my witch doctor is up for some play.
They're even reducing the AP cost of Energy Twister, so I'd say CM is off their radar, and the nerf/replacement didn't make this build. One idea of mine had been CM giving a 1 second buff that increased cooldown speeds by 100% - maths out exactly the same unless it refreshes inside 1 second, in which case it's still good (halves all cooldowns) but not permafreeze good. I mean, if you've got Black Hole, Pulsar and Cold Snap, you'd have a pretty good lock, but that's a lot more commitment than many current CM builds.
Overall, it just feels good. The grammar changes are nice, there's a bit more of a reason to use certain elements, or combinations of elements, and wizards get more good choices of elemental spells. Barbarians look like Relentless is getting turned into a revival passive, and Seismic Slam having a reliable stun is amazing. New Whirlwind - Hurricane has the potential to be a massive farming tool, using Cleave - Reaping Swing and Battle Cry - Bloodshed to kill most of them, Sprint - Run like the Wind to make sure the stragglers die while getting you to the next pack, then gather with Whirlwind.
And Witch Doctors do have a couple of changes. One rune of Spirit Barrage now has a 2 second Charm attached, and one rune of Firebats removes the mana cost entirely. Pretty major, really.
Oh, and the 140% movement slow on Ray of Frost - Numb is probably not accurate. Unless it makes them move backwards. Which would be awesome, but kind of impractical.
Oh it will in some form or another. Blizz has said time and time again that they want to get rid of perma-archon and wotb. I hope they nerf CMWW as well.
*Archon change. It's even more powerful now, it's just not permanent anymore. And Archon wizards get to use more than one spell now, yay!
QFT.
Barbarian
I have no clue why they would even think about removing Knockback from Bash... Way to make a generic resource generator.
Making Weapon Throw a generator seems way too cool to make it into the game. I get the feeling that I'm gonna need way more character slots...
The change to Ancient Spear is long overdue, that skill was crap in every possible way. Goes to show that this team never designed an ARPG.
Thank god they are getting rid of Thrive on Chaos. Though with that said I feel like they could have kept Into the Fray.
But they better not touch Overpower: Revel, Bloodthirsty and Ruthless.
Looking at the way they are redesigning Barbarian, they seem to want to remove as much on damage heal as they can and stick to Life per Fury spent instead. Sorry guys but that's a Monk mechanic, come up with something original. You know...something that's actually good. Healing 1650 life when I spend all my Fury is pathetic beyond explanation. Especially for a class that degenerates resource.
Demon Hunter
Gotta love all the attention they are finally giving my Engineer. Rockets and Grenades all day please.
Also Companion is finally getting some attention. The mechanics of that skill were way too opaque. They should still think about allowing the player to see his pet's stats (especially HP).
Also guaranteed crits on Vault seem kinda fun.
Don't like the change to Preparation and Supression Fire though, it's not like that combo is that great anyway, not much need to nerf it.
Monk
So they finally realized how terrible Dashing Strike was? About a year too late but at least it's something. I have no clue what they were thinking when designing that skill...
I seem to be noticing a lot of Knockback removal. And I don't like it. Kick needs it.
They still should make some changes to the Pillar of the Ancients. For the difficulty in setting it up, it sure doesn't do much more than the base skill.
Witch Doctor
This is obviously unfinished. For one they are removing Mana costs from Physical realm skills yet they leave Frog Affinity alone (a terrible skill to begin with).
Also conspicuous by its absence is any kind of change to Zombie Charger. Bears are by FAR the best rune no contest when it comes to both damage and aoe and yet no changes have been made. I'm thiking Witch Doctor will receive a lot more attention later on, possibly with some serious resouce redesign.
Wizard
I love love love the way they are changing up the elements. By far the biggest weakness I saw in the Wizard skills was that e.g. Conflagration cared about fire skills and there were barely any fire skills to begin with. Though now they are fixing that I'd like it more if they left Conflagration the way it was.
I do think however that they may have gone a bit overboard. Some skills now have so many elemental effects that if you for example are making a Temporal Flux/Disruption Arcanist many of the skills you'd like to use don't actually have a good Arcane based rune anymore. Though I applaud the return of Glacial Spike and Frozen Orb, Fire Walls and all that stuff, I feel like they might want to dial back on the elements a little bit.
Don't get the Blazing Hydra concept though. It's basically a smaller Mammoth Hydra the way I see it.
All in all about 70% of this seem promising but there are still problems and I don't think they are making as much progress as I would have hoped. One would think D3's release and the problems the game has would teach them a few things but it seems like they are still making the same mistakes. But hey, the release is still ways away so one can hope. I do think however, that even after the expansion the game will be a bit of a distance away from what it should have been on release.
1.Barb WWspec was not only nerfed via ending permaWotB, but also via WW movement speed and Battle Rage fury regen. Even if some of these class changes doesnt make it to live, we can be pretty sure that the WWspec is gone. They wont revert the 3 nerfs and any of those alone put an end to WW Barb.
2.We can see that permaArchon wont exist anymore but no changes to CM build, which is a bugged spec just like Barb WW... doesnt make much sense to me. A lvl60 wizard with CM spec can trivialize content at lvl70, everything is freezed anyway.
3.The wording change from Target to Enemy on all skills makes me think there can be a team arena like 2v2. I see that they want to separate friendly target from opponent target, Changing the names to Ally or Enemy on most of the skills.
Franlky, the problem is CMMW, not archon. WOTB allows permanent immunity to CC while archon allows permanent non-immunity to CC
It will probably start being replaced at around level 65-66. But yeah the bolded part is a very fair concern.
I still like the idea of seeing them mixing things up. We played with the current setups for almost a year, and it's gonna be a couple more months without changes. I also don't think you will have to swap out every piece of gear with some of these changes.
Good stats will always mean a powerful character. It's not like Crit Chance and attackspeed become useless just because some skills were changed.
I never said it was uncalled for. If you had read any of my previous posts I said it could use a changing. Also while it's a concept change in your eyes. It's a numbers shift in mine, I've already said 3% life steal = 900+ life on hit ala item budget, it's actually 956 if we're being specific. The idea is to regen hp while attacking enemies. That didn't change.
As I've already said they could be removing life steal entirely since all life steal abilities have a LOH or an absorb effect now. But this doesn't address the issue of the gear scaling and how useless even 800 life on hit is now vs 3% life steal.
DH defense is shit compared to wizard and barb. Things that are frozen can't hit you, also having a 40% armor + resist bonus is huge. I'm not saying they should nerf wizard or barb, but demon hunters have always been awful in the ehp department. DH's need better defense, not less of it. It's been that way since day 1.
DH's don't have the highest dmg but have the worst EHP. If they are suppose to kite they should hit harder than witch doctors. But instead WD can just face tank anything with good gear and only 3% lifesteal.
We know what the proc rates are currently and as far as we know they have not changed. So it's definitely room for concern.
No I mean it should have never made it live to begin with. I thought I was pretty clear. I was saying they demonstrated a huge lack of foresight. I also insinuated that they are very capable of doing it again. Hence my concern.
It could use a change and I've already shown that 3% life steal is 956 loh in terms of budget. I've also stated in MP7 gear 3% life steal is significantly better than 956 loh. This is essentially reducing shadow power to less than 10% of it's current power, rendering it useless in any form.
So just so we're clear 15% -> 3% -> 800 loh = worse scaling
RoS= stat inflation 3x over at the very least. 800 life on hit then is like 266 loh on now, which is less than 1% life leech now.
Does it all make sense now? They are nerfing the effectiveness of shadow powers purpose to about 1/15 of what it was. Hopefully it does change and it probably will. But I really question why even start there, it's not efficient.
The number is WAY too low. The end.
I am questioning their rationale. Since you need to have a reason to change something and an idea of the direction you want to go. So unless they randomly put a number there, their methods have issues. If a person is willing to nerf or buff something by over 1000%, even as a test, they have little foresight. I mean unless their goal is to see how useless or mandatory an ability becomes.
I think it's very interesting that Frozen Orb says it does 'up to X% weapon damage' for both the pierce and the burst. Does that mean it spews ice bolts everywhere, but an enemy can only be hit by so many of the bolts? It also does much less damage, presumably in exchange for hitting way more enemies.
Ray of Frost getting an AOE is sooooo delicious. I love the Black Ice build already, this'll just make it better. Tiny radius, but I suspect it'll still be noticeable vs packs.
This also makes me suspect that Life Steal is going to be entirely eliminated in favor of things that are easier to balance like LoH.
Looks like they haven't figured out what to do with Crit Mass yet... or they're planning on nerfing crit chance and proc rates until it isn't overpowered.
I'm wondering the same thing over here. They mentioned something about paragon XP.
Zero?
I get your points a little clearer this time @riptide. I do agree with your concern. The attackspeed issue could probably have been foreseen (and should've been internally tested). Also true that 850 Life on Hit would be a lot less valuable in the expansion (we can already foresee that health pools will be increased significantly).
Btw, just for the record, I do agree that changing Shadow Power's Lifesteal into Life on Hit might not be the best solution (but I also think Shadow Power cannot stay in its current state).
I'd rather see them try something like 5-6% lifesteal. Or maybe even allow the 15% burst-Lifesteal for say, 2-3 seconds, and then have it be reduced for the rest of the duration (and then increase it to 10 second duration); trying to bring back the old concept, but keeping some sort of sustain bonus there.