Power creep at maximum levels.
- TrueColdkil
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Member for 10 years and 24 days
Last active Mon, Feb, 22 2021 03:56:22
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Aug 16, 2017TrueColdkil posted a message on Patch 2.6.1 PTR Notes - New Items and Significant Item ChangesPosted in: News
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Jun 27, 2016TrueColdkil posted a message on PTR Patch 2.4.2 Hotfixes, End-Game Group Meta & Upcoming ChangesPosted in: News
Imho the issues are pretty well explained.
- supports are not toxic by themselves, but the fact they actually provide more damage than a single dps is extremely broken. You choose support because you can do more damage than with a full dps setup; this is simply wrong - supports should be a tradeoff from damage to utility and not utility + more damage.
- tied to point above, room for only 1 dps makes all specs useless but the #1.
- third, and frankly most important, supports are all about healing and pulling. Healing makes people simply facetank everything (which is boring) and massive pulling leads to the extreme lag that makes other potentially competetive builds completely unusable. Example, for this season fire EA/Mara6 DH had a damage comparable to Wizard, but the immense amounts of ground dots makes the build not feasible.
Less supports would lead to a more dynamic gameplay and possibly less server issues that are 99% due to having insane monster density in a single place. Then it would be a matter of balacing sets to make more options viable, as you all know that reached a ceratin level Rift density and comp matter more than everything else.
As Zero said, 2dps+tank+sup is a definitely more interesting setup. ideally imho a 3dps+supp/tank should be the norm (utility of grouping mobs shouldn't be killed, only made less relevant/reliable).
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Jun 10, 2016TrueColdkil posted a message on Dunkelvieh's Shadow Set Demon Hunter BuildsPosted in: News
More than broken, it doesn't actually adds much to the table apart a huge dmg increase with the 2pc. Impale needs definitely some love, but making it a single huge it doesn't improve anything of the skill itself.Quote from Dunkelvieh
Yeah, the design of the shadow set is completely broken. The 4pc is almost doing nothing and the 6pc is completely useless if you want to clear any high grift in a reasonable time.
There are so many possibilities, but blizz always fails in implementing them.
no matter, i will continue and try to find alternative builds. i just dislike the "fixed meta" that the community upholds as some kind of holy grail ...
About the meta: there would be an awful lot to talk about. I'll just say that while meta exists, most players don't do a work like yours and just serach on YT for the "73528863520986529852+ GR speed build" and copy it. Usually because it comes for a famous guy (not taking anything away from the famous guy himself). -
Jun 10, 2016TrueColdkil posted a message on Dunkelvieh's Shadow Set Demon Hunter BuildsPosted in: News
As Dunkelvieh wrote above, the fact it's better to run with 2Shadow than to use the full set means the 4pc and 6pc bonuses are next to useless. They may be fun because wing and huge hits, but in a high GR environment they're completely ineffective and inefficient.
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Jun 9, 2016TrueColdkil posted a message on Dunkelvieh's Shadow Set Demon Hunter BuildsPosted in: News
The fact that a 90+ Shadow build doesn't even use Impale as skill and FoK as main damage builder is kinda wonky. Talk about needs to redesign the set bonus.
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Apr 17, 2015TrueColdkil posted a message on Trials will be removed in a future patch!Posted in: News
I'm happy about the Trails removal - it only slowed the pace of the game.
However finding a good way to implement this is tricky; ideally you will have a unique reusable key that works like current ones:
- you can enter any greater rift of your key level or lower;
- you will be able to choose GR level based on your key level
- grift max level depends on who opens the portal first (like it is on live)
- you can leave the option to upgrade the gems if failed timer, since you won'tbe able to get to an higher GR than that
- this way you can still purposely choose lower level grifts just to upgrade gems easily.
The problem of trials was the farming of the keys themselves. A real like that still open to see how high you can reach could even still exist just for epeen reasons. Making the key permanent would solve allt he issues at once without downsides imho.
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Jan 7, 2015TrueColdkil posted a message on Why Players Quit D3, Patch Soon?, GR 45 DH on 2.1.2That thread has some very good points running around, too bad it's flooded by people crying about pretty much everything.Posted in: News
I actually never quit D3, i just play less when i reach my self-put goals in game.
What would bring more players back? I can summarize it in two words: MORE VARIETY. More ways to farm, more events like uberbosses, more sets/legendary powers that will unlock more different builds/playstyles, and so on.
Basically most of the players want more/new stuff (myself included). I don't think the game is in a bad state right now, but i agree that running around when you've got you M6 completed by months and you're still missing that Witching Hour because it's more or less the only upgrade you've left is getting boring fast.
I don't mind the gear treadmill. the point is that a gear treadmill to be entertaining for a long time needs more gear. - To post a comment, please login or register a new account.
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EDIT: hellrack looks cool, but the proc is a) random, thus not reliable and utterly bad since all three abilities are very lackluster.
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Mant DH aim to that since 6 pieces bonus of Marauder is incredibly lackluster, so we can go with 3 pieces + ring to get all pets out and have all other slots free.
EDIT: i want to get 2 Natalya to pair with Marauder so i can have dex, all pets, all discipline bonuses and that sweet 7% crit.
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This said, what would you like to see for your DH?
Personally, i'd like to see some more support for a Cold damage build - atm we have only one generator and one spender for that. Also Poison damage is really underpar, Chakram isn't bad but we don't have actually much choices. Third, i'd like to see the lighting skills to be spread around and not only tied to stuns - the budget spent on stuns makes their damage basically not viable compared to other kind of builds (namely fire/physical).
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If you roll +7% dmg you get 100 attacks * 107 damage = 10700 total.If you roll +7% AS you get 107 attacks * 100 damage = 10700 total. That's why i said +10% damage is "better" than 7% AS.
Still, this is very easy math, that doesn't count a lot of variables like as you said movement, resource generation and such - the idea is again that AS bring more on the table than raw damage output so there's a reason why AS roll a lower maximum than dmg%.
Anyway, the point is that atm %dmg is bugged and you don't get its real potential out - that's why i'd go for AS if you cannot roll the elemntal damage into physical for whatever reason; AS works in a way that counts also the elemental damage, so at the moment it's better than %dmg.
Also rolling a bad stat for AS leaves you free in the future to roll %dmg when Blizzard fixes the issue with the affix. I hope to have explained better my point.
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We really need one hatred generator that fires missiles to get advantage from the Ballistic rune - i'd like to see a HA or EA rune changed.
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Ofc +% dmg is better since it cann roll higher, but atm AS counts the elemental damage (because of more attacks), while %dmg does not. Also is worth counting the fact that more AS means more Hatred generation (that's the reason AS rolls up to 7 and dmg up to 10).
The best way to make use of that calamity is to roll VIt -> AS for the moment, so when Blizzard decides to fix the elemental damage thing you can roll that away and go for +%dmg without losing anything.
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Since we aim at 4 pieces bonus (which means 3 pieces of gear with grandeur ring) we can go easily with helm/spaulders/legs combo to get everything, and weapon/boots from natalya to get the 2 and 3 pieces bonus. This leaves one ring slot free (SoJ for low difficulties, Unity for higher ones) and the chest/gloves free - namely Cindercloth/Magefist combo for fire builds and Garwulf/T&T for physical ones.
Since i had to drop the chest piece for a mere 500 dex bonus and the stat loss was way to high, both pieces were sharded. As i said, i could have kept the legs just in case, but still the idea is to get the maximum amount of useful bonuses without having to pass over some really good legedary affixes.
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About the Unbound VS Demon Machine - i'd keep the bow. I don't have tried the xbow proc, but i don't think it can offset the crit dmg on bow plus the 8% passive damage from archery. I don't count the socket because you'll end to have it on both weapons, so they are on par with that.
You can try it anyway; you can find despite all numbers and math that the xbow suits your playstyle better, thus you'll be more effective in the end.
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Well, i could have kept the legs for the future, but still they were really horrible even counting the set bonus. About the chest, we have already at least 2 options (Cindercloth and Garwulf) which are infinitely superior.
This just to say that we don't only need at least 3 pieces of the set, but we need also specific ones.
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Anyway:
1. the cold damage on your weapon is added to the base damage before counting the skill and stats multipliers. Think about it as "+min/max dmg". The point is that skills have a damage type that will override that type of damage, so your CA for example will still count tyhat bonus damage and will still do fire damage. The "+% elemental damage" is actually "+% elemental SKILLS damage" - this means that the only element that counts is the one written on your skill tooltip.
2. it depends entirely on items' stats and your build/passives. Also depends on your playstyle - a 2h xbow is slower but has biggers hits, a bow has smaller, faster hits and gives you slightly more mobility.
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Also, while he has a part of reason, a 20% damage granted by Calamity special or set bonuses and such are things he's not even accounting for, making his points completely biased.
Just because you see bigger numbers on screen it doesn't mean it's more effective. Yes, 2h xbows have bigger burst and less mobility and everything else - sorry to burst your bubble, but actually not dying is better for farming than your burst damage.
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http://eu.battle.net/d3/en/profile/Coldkil-2265/hero/16945221
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http://eu.battle.net/d3/en/profile/Coldkil-2265/hero/16945221
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Other classes cannot do so - only exception s Crusader, but they don't get compensation apart the increased survivability wielding a 2h and a shield (they also get gimped in movement speed and wrath generation).
if you notice, 1xbow, bows and 2h xbows can roll the eaxct same range of stats, while other 2h weapons roll way higher stats overall. That's because we're balanced around quivers.
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- yes, Shuriken Cloud is just like an aura; it deals 200% wd every second and doesn't care about your attack speed. So as long one guy is inside its rage, it takes damage. Apart the damage which has been buffed quite a lot, it grants free crits which work really well with Nightstalker.
- nice idea the use of Strongarm, but if you knock back enemies, they will be out of your Shuriken Cloud aoe (which is very small). Maybe you want to check again this tactic.
- Sharpshooter is a crap of a passive made good only by the companion/turrets bug; i would recommend it to anyone and i'd actually like Blizzard reworks it. Also becomes worse and worse the better your gear becomes - if you like crit, just get archery since you roll with Danetta set (which will grant you also hatred gen).
- Using Vault/FoK/Cloud as main source of damage could be a nice tactic since all of them don't scale with attack speed - actually freeing you from rolling a primary on items (though from my tests it seems that raw damage is better than attack speed for DH, at least woth bow/1h xbow). You can go deeper in this way imho.
- last but not least, if you already know you're going to die a lot, this build just kills efficiency. Nothing wrong in playing it if you're having fun, but i don't think "dying a lot" is considered fun by many.