What about varying the number of levels you can get based on the difference between the level of the gem and the level of the GR? For example, if I start with a clean gem and run a level 50 GR, i can get 10-15 levels on the gem. that way, veteran characters can level gems for themselves/alts easily while new players go through the process as normal.
I like that idea actually. Keep everything the same but change the chances. Currently the GR has to be 10 levels above what the gem currently is in order to get a 100% upgrade. So every five GR levels past those initial 10 grants you an additional upgrade chance (essentially 100% until you go below the 10 level gap). So If you start with a level 10 gem and do GR 50, instead of 3 chances you would get an additional 8 chances to level for a total of 11. It also wouldn't affect higher end progression because you're always below that 10 level gap anyways when you are doing gem levels to try and push your rank. Really really like this idea!
2nd bonus from shadow is gonna get nerfed to about 1000% i think
It's not out of the realm of possibility. What a lot of people tend to forget is that the benefit of shadow is you can take out a pack of mobs single target ALMOST as fast as someone running only AOE in higher GRs. To bring this playstyle to fruition and get it into more practice oversights of mechanics have to be corrected and some stuff has to be balanced to fit that mold. Buffing sets, nerfing static charge, killing heal monk and globe support, and nerfing twisted sword as a round about way of resolving the issue of twisters glitching in walls for a few examples). But I do agree with you that it along with other sets might be balanced down a bit since blizzard has made it a point to overtune numbers during PTR for testing. The problem is that a lot of these oversights aren't caught during PTR because top-end runners purposely don't finish their GRs while testing these builds to keep them secret and then run them a few weeks into a season to give them an edge over someone that was gearing for something else (static charge and broken promise U6 as a diversion were prime examples of this).
We're getting to the point where power creep is so massive during the same season now. LOL
sooo, GR 350 by the end of the year?
If I remember correctly devs previously stated they were looking to keep it around the GR 100 mark. To facilitate this, globe support is getting burned, damage reduction is getting a minor buff through legendary gem changes, ignore pain application to party members is cut in half, and some set bonuses are getting buffed. The theory is that they've done this to try to balance out a parties support to DPS ratio and incentivize top and mid performers to try heavier DPS comps.
It's more powerful if you are focusing a build around chakram because the sword of ill will increases chakram dmg based on the amount of hatred you have which ties into the 2set of Shadow's Mantle that increases your damge by 1200% when you have a melee weapon equipped. I suspect that this is the reason why they are buffing the damage per sentry to either match it to M4S4/M4S2 or makr M6 a clear choice. M4S4/M4S2 is probably the reason we haven't seen a buff to the Sword of Ill Will. It's kind of weak if you use it with S6 unfortunately. Which is a shame since chakram is one of the few offensive skills you can use with a melee weapon.
I'm assuming he's asking because season 6 isn't activated on the PTR yet which is normally something they test out (conquests, rewards, additional items etc).
Instead of reading word for word and ripping somebody a new one you guys could try skipping the crucifixion for not going into great detail with their question, just take a second and try to figure out what they're getting at.
One problem with the idea of a rank 75 ability is that it's not accessible to every player. Maybe MOST players but not all of them. Practically everyone can push a gem to 25.
I think that would be intereting, but moreover it would be a little rediculous. I'm not someone that thinks their is a power creep problem, but that would be a bit ridiculous. If the level 75 rank only offered a utility though that would be an interesting way of balancing out all of the legendary gems. Initial ability is your dmg, rank 25 is a supplement to your dmg and rank 75 being your damage reduction/cc immunity/ recovery etc.
While channeling Whirlwind, Rapid Fire, Strafe, Tempest Rush, Firebats, Arcane Torrent, Disintegrate, or Ray of Frost, you deal 20–25% increased damage and take 25% reduced damage.
Rapid fire actually does need one specific change to make it LoN viable and that's a change to Sin seekers. It's contradictory to to the new 2.4.1 taeguk which applies to only channeled skills that spend resource and has decreased duration and the other two items mentioned above. Since (arguably) the best build for rapid fire would look something like this it makes it unusable since the quiver removes the channel cost it it won't proc taeguk. So you are forced to either go with an unholy point shot for increased elemental damage or scrap rapid fire altogether for strafe that has better utility items available (100% movement speed and piercing strafe projectiles)
I say this as delicate as possible. You guys are playing a game expecting something out of it that it wasn't designed for. It's designed for people that love the grind and love the journey to the end game (the point where you get to grind). Instead of putting up a complaint that the game needs some changes that would divert the game from the audience it was intended for you should probably move on to another game.
Why not just disable the paragon system when entering a GR but allowing it for normal play (bounties, neph rifts etc) and rebalance sets/items to tune them to not having a paragon system.
That's a good idea.. but what I was wondering is, is there anyway to tell through a bots behavior? I often hear of people on the forums talking about reporting users for botting and always wondered what it was that made them sure enough to do that. I guess with all the talk of botting lately I'm getting a little paranoid, lol. I will try the question in chat though.
There isn't a lot of public botting because it increases the risk of getting reported so not a lot of people do it. The bot behavior is is hard to spot when it comes to things like moving. What I would watch out for in a public game is a character taking the same path on a single map. Bots are usually programmed with maps so they tend to walk the same directions in town since the map and the object they are trying to get to never changes it's location whereas a mob out in say the fields of misery will change because it moves so the bot will just move accordingly. Real players tend to go the same direction for speed farming but very rarely do the exact same thing to the T for more than a couple of rift clears. Best bet is to just sit there for a minute or two after a clear and see if the perform the same movement over and over again. If it looks suspicious then ask them the public question. if you get no response it's a safe bet it's a bot and you should report it to the hacks team so they can investigate whether it's true or not.
Best sure fire way I can think of is to ask them a question in party chat (not private message).
"Hey Derptato, what build are you running?"
If you get no response they are either botting or don't feel like responding. Some of the bots will be programmed to do things like respond to private messages with generic responses, but are very incapable of giving specific answers to a public chat directed at them.
Just open the 2p and 3p leaderboards and take a loot there. It aint hard, is it ?
Looking at leaderboard placements won't give you a description of the benefits of each build and how the OP could use them for the scenarios mentioned. He also might not be playing full time or at your level of understanding. We don't mind helping out with an answer to a quick question.
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I like that idea actually. Keep everything the same but change the chances. Currently the GR has to be 10 levels above what the gem currently is in order to get a 100% upgrade. So every five GR levels past those initial 10 grants you an additional upgrade chance (essentially 100% until you go below the 10 level gap). So If you start with a level 10 gem and do GR 50, instead of 3 chances you would get an additional 8 chances to level for a total of 11. It also wouldn't affect higher end progression because you're always below that 10 level gap anyways when you are doing gem levels to try and push your rank. Really really like this idea!
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It's not out of the realm of possibility. What a lot of people tend to forget is that the benefit of shadow is you can take out a pack of mobs single target ALMOST as fast as someone running only AOE in higher GRs. To bring this playstyle to fruition and get it into more practice oversights of mechanics have to be corrected and some stuff has to be balanced to fit that mold. Buffing sets, nerfing static charge, killing heal monk and globe support, and nerfing twisted sword as a round about way of resolving the issue of twisters glitching in walls for a few examples). But I do agree with you that it along with other sets might be balanced down a bit since blizzard has made it a point to overtune numbers during PTR for testing. The problem is that a lot of these oversights aren't caught during PTR because top-end runners purposely don't finish their GRs while testing these builds to keep them secret and then run them a few weeks into a season to give them an edge over someone that was gearing for something else (static charge and broken promise U6 as a diversion were prime examples of this).
If I remember correctly devs previously stated they were looking to keep it around the GR 100 mark. To facilitate this, globe support is getting burned, damage reduction is getting a minor buff through legendary gem changes, ignore pain application to party members is cut in half, and some set bonuses are getting buffed. The theory is that they've done this to try to balance out a parties support to DPS ratio and incentivize top and mid performers to try heavier DPS comps.
It's more powerful if you are focusing a build around chakram because the sword of ill will increases chakram dmg based on the amount of hatred you have which ties into the 2set of Shadow's Mantle that increases your damge by 1200% when you have a melee weapon equipped. I suspect that this is the reason why they are buffing the damage per sentry to either match it to M4S4/M4S2 or makr M6 a clear choice. M4S4/M4S2 is probably the reason we haven't seen a buff to the Sword of Ill Will. It's kind of weak if you use it with S6 unfortunately. Which is a shame since chakram is one of the few offensive skills you can use with a melee weapon.
0
I'm assuming he's asking because season 6 isn't activated on the PTR yet which is normally something they test out (conquests, rewards, additional items etc).
Instead of reading word for word and ripping somebody a new one you guys could try skipping the crucifixion for not going into great detail with their question, just take a second and try to figure out what they're getting at.
0
One problem with the idea of a rank 75 ability is that it's not accessible to every player. Maybe MOST players but not all of them. Practically everyone can push a gem to 25.
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I was leaving that out since that applies to a lot of items for a lot of classes. I was going over build function.
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There are three items total that are specific to rapid fire. one of the items applies to a different skill for each class but two for Demon Hunters.
http://us.battle.net/d3/en/item/wojahnni-assaulter
Rapid Fire deals 30–40% more damage for every second that you channel. Stacks up to 4 times.
http://us.battle.net/d3/en/item/sin-seekers
Rapid Fire no longer has a channel cost.
http://us.battle.net/d3/en/item/mantle-of-channeling
While channeling Whirlwind, Rapid Fire, Strafe, Tempest Rush, Firebats, Arcane Torrent, Disintegrate, or Ray of Frost, you deal 20–25% increased damage and take 25% reduced damage.
Rapid fire actually does need one specific change to make it LoN viable and that's a change to Sin seekers. It's contradictory to to the new 2.4.1 taeguk which applies to only channeled skills that spend resource and has decreased duration and the other two items mentioned above. Since (arguably) the best build for rapid fire would look something like this it makes it unusable since the quiver removes the channel cost it it won't proc taeguk. So you are forced to either go with an unholy point shot for increased elemental damage or scrap rapid fire altogether for strafe that has better utility items available (100% movement speed and piercing strafe projectiles)
5
I say this as delicate as possible. You guys are playing a game expecting something out of it that it wasn't designed for. It's designed for people that love the grind and love the journey to the end game (the point where you get to grind). Instead of putting up a complaint that the game needs some changes that would divert the game from the audience it was intended for you should probably move on to another game.
1
I can see the appeal considering how challenging it would be, but it would get really boring really fast.
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Why not just disable the paragon system when entering a GR but allowing it for normal play (bounties, neph rifts etc) and rebalance sets/items to tune them to not having a paragon system.
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Best sure fire way I can think of is to ask them a question in party chat (not private message).
"Hey Derptato, what build are you running?"
If you get no response they are either botting or don't feel like responding. Some of the bots will be programmed to do things like respond to private messages with generic responses, but are very incapable of giving specific answers to a public chat directed at them.
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