Power creep at maximum levels.
- TrueColdkil
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Member for 10 years and 1 month
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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The issue stands because the amount of dots generated by the spec is insane. And dots are the cause of huge lag - not an issue for lower levels but definitely bad for higher ones.
You can try and see where it brings, but the damage is there. However if you aim for #1, maybe a Wizard will net you better chances.
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I'm planning to run WD this season, nice to see a good old Zuni build doing well.
However i'm going for a slightly different setup, it will dpend if i canget every drop.
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Too bad we don't have sets/skills that cope well with sticky trap as i used it on first iterations of the shadow set and it was awesome to have, but the damage was severely lacking.
Anyway, back on topic: i'm quoting only this because quoting everything is not feasible.
UE4 dmg reduction works in a very specific way: you get the buff as soon you don't have anyone in a 10yd range and it lasts 8 second. This means you just have to vault away once every 8 seconds to keep the buff up indefinitely even facetanking stuff.
The power of the Ballista shields is that the dmg mitigation is insane and lets us have a much more reliable usage of Awareness since missing that juicy 30% dmg reduction melee characters have make the skill trigger from basically everything at high GRs. Also given this EW set becomes much more reliable to use since we don't actually need to move that much around (napkin math done, i estimated a movement time similar to my crusader while covering slightly more ditance due to more uses of vault compared to the Horse).
Point is: now we know that dw is better and AS looks a very nice stat to stack. Hence WH belt and LP bracers are more appealing. Can we stack enough toughness to survive higher levels without recurring to other defensive items? We can choose between Aquila and the bracers, but definitely Hunter's Wrath belt will be mandatory as will be Depth Diggers. Hence RoRG aswell will be - which is nice since it comes with baked AS we won't need to roll out.
Getting already on the second step: legendary gems. SS is a must with the buff and provides really nice healing. BotT looks like again the bestest one evah.
We have left one slot, so we could use:
- Zei: works like Steady Aim, so free damage as HA travels very far by itself
- Stricken: with high AS setup and the fact We will definitely cube/use Cirri every DA can count for multiple stacks, and in any case Vengeance flow of strikes will keep it raising very fast
- BotP: it's being buffed and listed as multiplicative, plus adds damage reduction against elites. May be the choice if we find we need more survivability on high levels without sacrificing too much damage.
EDIT: belt slot can roll 15% HA damage. Too big to pass over it - and given how WH has still 4 rolls available, we're looking for some serious tradeoff of toughness for damage (ideal rolls would be DEX, AS, CHD, HA dmg%).
@Alka: would really like to see a video of your build in action. Too bad i don't even have the rings to test it by myself.
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Eh, i didn't mention i am tryong it on live and not PTR because it's actually the worst case scenario for the build. I'm running GR53 to be on the safe side of completing it and checking the clear times to see if i am improving the build or not.
Current setup is on sig - just check the DH; it's far from being optimized, so there are great margins of easy improvements.
- i think UE is our best bet for a generator/HA build. Best synergy out between skills, set bonuses and complementary legendaries. Tough LoN may be a really nice option, it all depends on what we can stack with it.
- dual wield setup looks more and more the best choice. Reasoning: 1hand xbow can roll +disc which will be double as powerful in 2.4.1; Dawn is required; Fortress Ballista shields are insanely good. Equipped Buriza is not an option since you're passing over 12 points of discipline; may be worth running with 1hand xbow + Cirri and cube the second xbow
- MS:Wind Chill is more convenient than expected; ran with MfD:Contagion and while the damage buff was really nice having an aoe slow+15% CC on a single button click is even better, both in solo and party. Would try to go the long run and ditch a couple of CHC rolls on gear since we have 15% from the skill. It also helps quite a bunch for aoe so i don't think i can go back playing without it.
- passive skills wise, we don't actually have many that can boost our HA damage, directly and indirectly. I'm running F/R + hellfire because of no really better options, but also given my playstyle i think that EW is definitely better. If anything, it lets us use RoRG and equip DD while keeping an Aquila cubed. I am currently not using DD which is a great if not mandatory damage increase for the build.
I think we're onto something. Don't know how high we can push with this, but it's definitely fun trying.
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Ok, i tried cubing the Cirri instead of the Buriza for my dual wield setup and it's definitely much better. I've seen higher numbers overall and generally the damage is much more consistent than using Buriza.
I have also to try the said above Buriza/Cirri + cubed dawn setup and see if it performs better, though given the fast playstyle of UE dual wielding is more appealing for me.
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What.
Hell was normal mode with just more beefy monsters. Inferno was challenging in the sense you had multiple immune monsters and some builds had a pretty much bad time. But it wasn't challenging. It was slow to progress further - from leveling to get gear (until you traded or duped). It's actually fun how people praise D2 are the top notch ARPG of all time.
Disclaimer: i played years of D2, i love it and i still play it every once in a while. It truly is an awesome game.
However people forget how things actually worked. Every season was ridden with bots running high level open games and how everyone basically jumped into them and followed them for fast xp/farming. How the market was flooded by duped and bot-farmed items. How every season leaderboards was dominated by RUSSBarb and GERBarb which were a collective of many plauyers running the same account 24/7 by sharing it.
And especially how 99% of the people weren't even running to level 99 during seasons, meaning they didn't farm actually a lot (reaching around 80 was pretty much simple stuff - it's like doin 700 para in D3 season compared to 2k+) . Most people ran whatever build they found fancy at their pace.
The main point is: D2 didn't have a constantly difficulty-increasing endgame. Inferno boss runs and Uber-tristram was the end of it. Getting more stuff wasn't needed, and more gear meant faster farming of the same difficulty environment.
It's the same as now saying that GR stop at 65 - the more paragon and better gear you get, the faster you complete it. Different builds can manage to do it, with different times - but since no one knows how much does it takes to everyone (in a D2 timeline) multiple builds are playable.
Unfortunately now we have leaderboards which show clearly which build goes farther - and everyone pidgeonholes himself into that. If everyone runs the same build, it's because everyone does so.
Season journey is not an issue. Cookie cutter comps and builds are made for the sole purpose of being the #1 on leaderbards. Something 99% of players cannot even dream to as it happened with RUSSBarb and GERBarb.
So my point is: instead of blaming the game that is failing you, ask yourselves why you are playing the game. If you're not having fun, then why you're still playing it? there are a lot more ARPGs around that may suit your needs.
It's not like that shouting in a non-official forum would bring any change. It's not a "if we are loud enough we can change it" thing.
PS: i fully agree on the itemization part. I think that the entire "sets make builds" approach is really boring, stale, and doesn't let players make important choices. Together with leaderboards, it's what's crippling the game the most.
Well, there is Paragon ssystem too that needs a revamp, but sets and itemization is a top priority issue imho.
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Great post and definitely worth the read.
Would like to know whuch build/gear setup you ran with M6 - a d3planner link would be awesome. Nice find about the Satchel, i just assumed that 2 guaranteed pierces per shot were definitely best (as they actually are on paper) but the OCD makes them definitely worse.
I'm juggling with a UE dual wield build - i can switch the cube from Buriza to Satchel and see if it improves. Fortress ballista shields are freakin awesome.
No patch still on live, with current setup (low level gems, not even DD used as i don't have them) i can easily do 52 with consistent times (range from 7 to 10 mintues, because GR desntity is still a clusterfuck).
Want to try replacing F/R with EW (while keeping MS for aoe and slow/crit buff) and eithe cube or equip RoRG to use DD and Aquila, which helps with the low toughness. Likely to equip RoRG as to keep CoE in cube for max legendary effect.
Anyway, a UE Buriza/Satchel + cubed Dawn looks promising. Satchel increased chance to pierce is applied after the Buriza pierces, so the combo will work with no issues.
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Yes. Until Blizz detects it.
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If anything, i'm full pro a collapsing of the game difficulties since i think we have a lot of redundant ones and remove normal rifts completely so people wouldn't have to farm for keys (very boring activity) and loot/xp is anyway rewardided from running greater rifts.
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Imho other runes worth thrying are the lightining one (splits in 3 for a really good aoe) and the last physical one (deals aoe on pierce) - but i don't think they would be really on par.
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Is toughness a problem? Since this build is all about DA, we could use a RoRG + Aquila combo that boosts it quite a bunch. I managaed to reach 93.5% dmg reduction, which is the same i can get with my S5 Crusader.
Point is that the latest nerfs in GR damage over 70 may be good for more offensive setups. Too bad we have not enough slots to make use of everything.
Also: i need to make some math around the 9th Cirri. The increased chance to pierce is nice, but keep in mind that i'ts after 2 pierces already from Buriza so the relative power is lowered by that. Maybe dual-wielding a Calamity for more damage (and maybe MS for CC and increased CHC) or even a nice Fortress Ballista (the shield is REALLY strong) can get us even higher.
Since you've a PTR char: can you try a RoRG+Frostburn cubed and BF in offhand? 15% as from dualwielding should be proccing more HA pierces, plus you can roll the +max Disc o the second xbow too that makes on par with SoJ.
I think it will be my build of choice. Planner here for reference - i choose grim reaper to help with AoE.
http://ptr.d3planner.com/334729902
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Also another thing: with UE damage x Disc bonus being doubled next patch, are SoJ/Manald becoming viable options? Worth trying them, but afaik they're additive while F/R and EW are multiplicative.
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Small questions (as i wanted to try a similar build and i shared my d3planner in other posts):
- no Vengeance? Swapping Etrayu to Dawn and using venegance instead of MfD brough my damage and toughness up but quite a bunch.
- i'd try EW set too - this way i can equip CoE and use RoRG in cube, letting me equip either DD or Aquila for the same damage and additional free toughness.
Anyway you tested it way more than me for sure
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Nice to have the start right after the 25th vacation