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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Well, this thread here
http://www.diablofans.com/forums/diablo-iii-general-forums/diablo-iii-general-discussion/137158-idea-custom-rifts
had specified very well how this kind of content could be implemented in a good way. This thread is structured and provides every needed information, aswell as considering eventual downsides and providing possible solutions to them.
OP suggested just a mini PTR where people could go wild with designs and Blizzard then chooses the best ones to put on live - sorry, two completely different point of view.
No speicfications about mechanics, loot, rewards, etc.
Since also PrvtPile posted, once again i want to say him kudos for his concept.
"We need X in D3" is not a good point at all - every once in a while the "we need runewords" thread pops out too, but only once i have seen a insightful post which basically said "rw in D2 were cool because we had lots of affixes to play with, in D3 what decent rw could add in current streamlined stat system?"
With the informations provided, i don't see OP idea as a good one. If he works more over it and provides a more structured concept, more dicsussion can be done.
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Map editor = everyone will make dream farming map and run only that one.
Item editor = everyone has the dream items with insane affixes.
Yeah, i can see that working. Hell, on PS which is the "offline Diablo 3 mode", it's plagued by hackers and cheaters just because they have the option to do so, while on PC due to always online thing we're "limited" to bots and UI enhancements.
Imho, waste of resources. Yes, if D3 on PC had an offline mode where you could do whatever you wanted without repercussions, it would have been fine (ah, how i miss the D2 excel days) but given how the game works, it's a no-no.
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I could just add that we have also numbing traps which includes slowed/chilled monsters for a 25% less damage debuff which is hands down one of the best defensive skills we can get.
I suppose that if i'm going to play UE this season as Shadows set looks very clunky to use atm, i'm sticking with F/R+Hellfire combo as these 3 passives together are so strong.
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The structure is always that - some streamers/theorycrafters go on PTR, test stuff out and day of patch release there are multiple build guides.
Then time passes during season, strategies refines and everyone is copying what top ladder players are doing.
There's a reason why nearly everyone was playing monk in season4 (even if Wizards are extremely competitive but no one seems to have noticed it).
The problem with choices is that if they're not balanced and you want to compete for #1, you don't actually have choices. It's like on vanilla/TBC WoW, with players complaining that they couldn't use thei build and do max dps - sorry to burst yout bubble, but math doesn't lie and there is only one spot for the best build.
The fact is that while the best build can be only one, they can still make that all the others are not that far behind so the difference in high GR can be nullified.
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However i agree with you - the fcat that endgame consists in only pushing that higher GR means players have to pdigeonhole in very specific builds/setup and even adding thousands of items the problem isn't removed.
My point was about itemization and not endgame though - more items that change the same skills leaves players with a degree of choices which looks to me better than having +X% skill damage items which are prettly clear you HAVE to equip no matter what.
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I try to see both points here - i find myself in the middle while Quind does in fact make some points i agree with, and some others i don't.
As some others in here, i see that every patch there is more choice and not less in gearing; unfortunately the more choice is tied to new set and "pre-existing" or "premade" builds to which we need to adhere to have any chance at endgame. I can understand the feeling of players being pidgeonholed into something the Blizzard devs have chosen for us and we can just accept it or don't play it.
Unfortunately for us players, there are two things which are facts and cannot be changed:
- "premade" builds makes both set creation and balancing much easier for devs. Having to balance an big number of legendary combinations is much harder thand looking ate some limited number.
- there is place only for 1 best build and one #1 spot on ladders; choice has no room here, either you run with the best stuff or you're behind - that's the nature of competition.
Given this, however i agree that putting all these "XY% more damage on Z skill" is a very bad approach. We have an already limited degree of choice in D3, and this makes only choices narrower because some items become immediately mandatory to equip. Given also how limited we are in slots and how some items are clearly superior than others, we're really making the choice near to non-existent.
The point is that legendary items should have legendary affixes; not "sostrong they cut down competition" affixes.
Let me do an example:
- xbow #1: your cluster arrow generates double the amounts of grenades/rockets.
- xbow #2: your cluster arrow main hit now has a 15 yard radius
- xbow #3: your cluster arrow now leaves a crater at the point of impact, slowing targets inside the area and dealing X00% weapon damage over 4 seconds (damage type changes based on rune)
Balancing issues apart (just thrown random numbers and stuff there), here's what i expect legendary items to do - to add fancy stuff to my skills and not just change dmaage/coist coeafficients so they become suddendly the best efficient skills i can have on my bar.
The three xbows above all increase the CA damage, but in different ways; the #3 could have laess damage to balance the addition of CC. However i can choose either 2 of the three to have a different combo - all will be damage increases, and if balacing is done well, the damage will be the least stat to look at.
So basically the solution to the issue is to remove those passiove additive bonuses, and make more legedaries that overlap each other, so for these limited number of slots we can have a real choice.
I don't see Blizzard completely destroy and redo current itemization system; but having sets to choose from and for each set a number of items to mix up would be definitely better than now.
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I am still thinking about why Vengeance related bonuses have been set in both M6 and UE sets.
Given how the mechanics worked, i am fine with Vengeance in M6 builds (rucksack/manticore setup is basically a must, leaving cube spaces for Dawn/Gunes).
However with UE and how fast the Ballista shield stacks, i would rather have the damage bonus baked directly in the set for balancing it and leave the space for Ballista in the cube (again given that Yang/DML is the bust have equipped combo).
More variety and usage of different items across the board. Vengeance as a must have ability for every spec kinda sucks.
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I like Alka's propositions and especially the first one - making a synergy between Impale and FoK usage.
As for the Ballista. as i said i didn't even test it. It's great to see that i was wrong and it's actually a good defensive choice, but perma Vengeance (given the fact it now makes you also immune to CC like similar effects) with Dark Heart and a damage increase seems to mee a too much good deal for high GR pushing.
@wudjo: glad to see you back. I'm waiting for new theorycrafting posts
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Latest hotfixes:
I'm sad to see the FoK dagger nerfed, it was an awseome weapon but i assume that having it on builds different from Shadows set wasn't intended. I hope there will be a Shadows set rework that includes FoK so the dagger becomes again a good complementary item.
As for the ballista, iì'm not playing PTR recently but i have yet to see anyone using it.
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I personally like Natalya set, but tbh i don't like much RoV, while i love Strafe. S1 i played with a melee Strafe/FoK/Shuriken cloud build which was a lot of fun to play for me - in my mind (before current Natalya set) this was the idea i had about what the Shadows set would have needed to be; the knives rune of FoK wouldn't have required a bow weapon, and the rest is known, with perma shadow power giving us the needed survivability to stay in melee.
I agree however that spin-to-win builds haven't a lot of dpeth in gameplay generally.
Agree fully with vengeance. As said above, i'm fine for it to be a core ability for a single set and Marauder imho is perfectly fit for it, both thematically and given the free cube/skill slots - i don't like the fact it's become a really powerful survivability and damage tool so good that every build has it now, while before it could be easily skipped.
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As i said some posts above - Shadows set is receiveng the same feedback as the Sunwuko set for monks. On paper, numbers seem fine and we all knwo that we could run with it up to a certain point, and i expect that we could complete the s5 journey even with shadow set in current state (i don't expect last objectives go higher than GR70 and such).
The problem is that the set bonuses promote clunky playstyles that suffer from incredible inefficiency and in some cases contradictory mechanics. To fix this, they need to rework the bonuses and not just tune numbers as they've done with latest hotfixes.
I'll be playing marauder since i love cluster arrow or UE since it's a solid build anyway - this until Shadows set won't be fixed. And i expect at least that.
EDIT: i think i'll go for a non-standard fire/grenades build for Marauder, since now we have all generators streamlined. Maybe not the best effective but who cares, i'm not going for ladders
EDIT2: here's a profile, final d3planner jhas been "updated" http://ptr.d3planner.com/180821342
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Mah, i don't like this at all. I didn't like Aquila anyway, but now the bottleneck is too narrow.
I was happy to have perma Vengeance for marauder, but not for the other sets.
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Double posting to avoid mixing considerations with the changes list.
Sets got buffed both in damage and survivability, nothing much to say here.
About generators: FINALLY. However people would still use the rune that gives more hatred back since generators damage has always been negligible. Generators should all give back the same amount of hatred, end.
About Shadows set: because you don't see anything in the list (apart the 4S/4M nerf making the build useless) it doesn't mean it's not considered. The issues the set has are not about damage or number tuning but about the playstyle and the way the involved skills work (Chakram, FoK, Impale) making it clunky to use while it's an awesome concept and many of us want to play it.
I expect more for the Shadows set the next updates.
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Adding the missing stuff:
Natalya’s Set
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All in all, i see this as a good change. I can understand people farming much mroe than me being not happy about this change.