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    posted a message on State of Diablo 3 - Discussion format
    I think it's all about itemization, once "it's fixed" the game will become much better.
    OP if you could make a video just discussing about it, You'll need follow some steps:
    - Show D3 actual problem;
    - Show why D2 itemization was so much sucessful compared to D3;
    - Possible solution to make it as good as D2, but without having to revamp all game.

    Here explains what's wrong with itemization in D3, and I hope you could make a video focused about it. http://imageshack.us/a/img689/8853/infographic.jpg#1

    Some notes about itemization:
    - if a WEAPON don't have primary stat, crit damage, socket, higher dps, LS and sometimes vit, %damage, it's nearly useless;
    - If an AMULET lacks damage, crit damage, crit hit, primary stat and sometimes vit and loh it's nearly useless;
    - If a HELM lacks socket, primary stats, all resist, and crit hit and sometimes % life and vit it's nearly useless;
    - If a RING lack crit hit, crit dmg, primary, and sometimes atak speed and vit it's nearly useless;
    - and goes on...

    There are so OVERPOWERED STATS that's ruin the rest of them. It's because weapon dps is so bad designed? crit damage scales too much? crit hit is no longer a chance but nearly 100% uptime? Resist all downrate armor+single resist? I don't know, seriously...

    But look to this affixes:
    life on kill : useless, we have health globes most of the time on runs, also really bad in coop.
    thorns: Damage is so high and monster hp is so large that thorns should scale with some % of your damage or whatever
    increase damage of a random class ability here: it's nice, but if a WD skill roll on a bow, it's just another afixx that makes 99% of my rares to the merchant
    indestructable: for high end characters is just an affix to compete with a possible quinfecta.
    chill on hit + slow on hit: why both?
    Bleed chance: don't scale with your damage, why I want 11k damage over 5sec on a 1kk hp monster?
    health and gold pick up: why not a 6yard baseline to fix some gold drops on bugged areas?
    and so on...

    any item you drop has a chance to drop 1 of this bad affixes, 1 of them could ruin everything. why don't eliminate this thrash already or revamp some obvious one? I don't want a rare to be thrash 99% of the time and i don't want a godly item to drop all the time either, but seriously itemization now is bad, and that's a fact.

    PS: english is not my first language, so forgive my bad grammar.

    Ty, nice video OP.
    Posted in: Diablo III General Discussion
  • 1

    posted a message on Barbarian Wishlist for 1.04
    I think the problem with barb right now is that some skills are just downrated and others a so far superior than others, here is my feedback.

    Active skills

    Bash: Fine maybe a buff on damage and a boost on it's rune effects. Frenzy most of the time is superior and Bash is more usable with instigation for faster fury generation.

    Cleave: I think Broad Sweep rune just destroys Bash. Damage with Cleave need some tunning. Sidearm is more viable because of it higher procs. Gathering Storm is too short. Also cleave should generate fury per enemy hit and not per swing, the rune is just a boost for more fury.

    HotA: 200% weapon damage for thunderstrike rune just don't worth. I'm not fan of "kills procs something" or "critical has a chance of". Kills make it more viable when you have superior gear or the stage is crowded, useless vs elites/bosses. Rolling thunder with reduced damage? I prefer to pick seismic slam instead.

    Ground Stomp: Just make it useful on bosses and elites. If the problem is eternal stunlock than put a slightly DR on it.

    Rend: Blood Lust rune only works if you have sooo powerful gear, for progession is useless needs a buff. Lacerate and Mutilate, why should I pick one or another? the tooltip is so confusing, modify one to generate fury instead or whatever. Bloodbath, again rune that grants a benefit on kill is weak (my opinion), I want a instant gratification, something that I can rely when I want, be dependent to Rend kills is rough and not fun.

    Leap: Blizzard stated that leap is a escape ability. And two runes improves that: iron impact and death from above. The rest of the runes are soooo weak. We could use a leap with dodge bonus/movement speed increase. An offensive leap with increased damage bonus or a guaranteed critical strike for all your attacks for X secs. Something interesting. Or a rune that makes you "after 1s of leap, you can leap twice before incurring it's cooldown."

    Ancient Spear: Needs a rework, too situational, blizzard can make it more useful. I don't have any ideas right now.

    Frenzy: Sidearm nerf for sure, the axe damage will probably be 75% weapon damage or less. Triumph rune, again "on kills runes" is bad, people RARELY use it, bad for progression and makes the player rely too much on kills with the specific ability, add some life on hit on this. Vanguard should be baseline, or at least increase attack speed to 100% at 5 stacks in addition to the movement speed.

    Seismic Slam: For me weak weapon damage and all fury spenders need some buff on damage, people rely to much on fury generators for main damage. Fury spenders only worth with high level gears, it's sad. Stagger, 70% for just 1.5s stun? it cost fury, I want to be rewarded for using it. Rumble rune is weak.

    Revenge: I'll compare this one with overpower (which is downrated compared to revenge). Barbarians rarely don't get hit, and for the massive use of provocation rune, a nerf with proc chance is inevitable. So first, revenge is too rewarding on damage and survival. 220% weapon damage is too much, so a nerf here. Provocation rune is mandatory so it should be removed and revenge proc can be adjusted baseline of 20%. The rune that substitutes provocation can be Guardian rune. The guardian rune grants additional 5% of your max hp has a shield. Absorved damage does not proc revenge. Grudge is weak, could be replace by a rune that increases your armor 5% for 5s, stack up 3 times.

    Overpower: I'd like a buff on damage and a reduced cooldown, 15s is too much. If criticals reduces cooldown I want this ability to worth using. i'll pick revenge that procs all the time and do much more damage and heals me. Make Overpower OVERPOWER.

    Ignore Pain: Bravado rune, bad design, NOONE use this kind of rune "knockback/damage on activation". Put a rune that increases the damage ignored by 100% for 3s.

    Battle rage: I have no doubt that critical hit affix will be nerfed and critical damage aswell. And many of battle rage runes has this "critical hits HAVE A CHANCE", Imo I hate this kind of RNG and will be affected for future nerfs, so make runes more consitent and less RNG. marauder's rage is too strong, put a rune that increases damage by 20% and critical hit chance by 5% or increased critical hit damage instead of all damage.

    War cry: Impunity will probably be nerfed by half. My idea is to put 15% armor and resistances baseline and 25% armor and resistances with the rune, to make others more powerful compared to impunity, because resistances are so useful, so a baseline resist is good. Instead os Hardened Wrath, put an offensive war cry that grants attack speed by 5% for everyone, don't give damage increase because we already have passives and battle cry.

    Weapon throw: A situational ability and well balanced. Also nerf charm effect to 4s.

    Sprint: For me a meh ability, We have a plenty escape abilities so I don't think it is necessary to have a mobility ability like that, but that just me.

    Threatening Shout: Well balanced ability. Falter can reduce attack speed by 10% but for entire duration. Terrify could be 100%, RNG is bad for CD abilities.

    Furious Charge: Merciless Assault could be baseline, if so furious charge would have less damage and nerfed beneftis from runes, but that just me. But for balance purposes, Battering Ram is useless if I can spam Merciless Assault. Dreadnought could be nerfed to 5% (8% is too good). Bull Rush could be 100% without the crit thing.

    Wrath of the Berserker: Of course Insanity rune will be nerfed here, but I'll add a 25% damage baseline and 50% with insanity rune. Arreat's wail type of rune is sad and poor design in my opinion. And add a kill to increase the duration of the ability like archon to encourage players too use it to zerg mobs, not only champions. Make Thrive on Chaos to also add 1s duration per 25 fury spend. Slaughter to have 100% proc chance, less RNG blizz.

    Earthquake: Needs a rewamp on some runes, they look so similar.

    Call of the Ancients: Duty to the clan is the most popular choice here, and add new abilities to one of the ancients isn't that cool, you really don't know how this would work and looks more cosmetic than anything, so rewamp this abilities runes and make them more cool, like "talic/korlic/madawc is now your companion and gives X benefit" like Monks copy elements.

    Passives


    Inspiring presence: Double duration on shouts isn't that useful, you know, you have to activate them when they're off Cd because you have to generate fury and stuff, so it's inevitable. 1% hp regen per sec is weak, 2% fair. A buff on main stat bonus of the shouts could be better than an extended duration.

    Bloodthirst: This is disgusting weak, i'm sorry, but life steal is already nerfed on inferno, and 3% is useless. Make it more useful please.

    Unforgiving/Animosity: Should be 2 in one really.

    Relentless: 20% is really too low, my idea is to put 35% health and 50% less fury cost and damage while below that amount.

    Juggernaut: Too RNG, people don't like that. Passives should be consistent. nerf healing to 10%, but put it to a 100% really.
    Posted in: Barbarian: Bastion's Keep
  • 1

    posted a message on What does Demon Hunter bring to a group??
    Mainly to be the full damage dealer of the group, also some points he can provides for the group:

    -> Marked for death - damage debuff or heal (see death tool rune)

    -> Sentry - Survival: damage reduction or heal over time.

    -> Many many snares to that times the fight gets really hard.

    -> For damage, he has insane aoe with multiple abilities.

    -> For CC, he has some abilities that give a plenty of stuns, even fear.
    Posted in: Demon Hunter: The Dreadlands
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