I don't understand why people are taking this change as nerf or buff and are so... aggressive in dong so.
2h change have nothing to do with nerf/buffing Crusaders. The goal is to make 2h as viable as dualwielding for other classes, and don't change anything in Crus balance. Whether this will go +/- 1% is largely irrelevant. The only remote way this is nerf to them relatively is by having all other classes buffed, as in 2h being way better than current setups. Which shouldn't be case since they are looking at merely bringing them in line in DW/1h+OH.
- Nivrax
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Member for 12 years and 9 days
Last active Fri, May, 5 2017 01:56:33
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Jul 19, 2014Nivrax posted a message on 2.1 PTR Patch datamined - 2H Weapon Changes!Posted in: News
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Jul 3, 2012Nivrax posted a message on Magic Find Gear Swapping and RMAH Commodities Coming Soon, Gold Not Included InitiallyOption 5 is actually the only one that does what they want, not switching gear to open chests, and would seem best IF they add weapon switch option that is excluded from removing stacks (so that people can still switch from 2h to s&b or from dps weapon to loh weapon for tougher enemies).Posted in: News
Option 4 don't look bad either, but only if it zero the mf on the slot you just swapped.
If those aren't taken into account, then either 2 or 3 would be best, as they are only options that don't kill equipment switch.
Why so many people thing locking in-combat gear swap is good idea? If that go through, you loose any possibility to gear swap for particular nasty affix, and make mf gear worthwhile just for lootables. And since it is one of points they are trying to 'fix', they will just keep them from being affected by your mf at all still. It's lose-lose.
Any change to mf mechanic will also make mf itself a very valuable stat on item, instead of small perk for lazy players like it's now. I'm always for increasing value of stats beside primary/ar/crit. -
Jun 26, 2012Nivrax posted a message on Patch 1.0.3a Tomorrow - Official Patch Notes, 1.0.3b SoonPosted in: News
We have found some monsters and objects were still dropping gold, it has been corrected. In addition, each monster have a chance of dropping Cursed Bill, that will be picked up automatically like gold before. The Bill will lock your ability to repair equipment before you get rid of them by paying them up. We hope this change will keep value of gold from over inflation.
Base radius of Picking Up have been increased to 50 yards. Items that increase Item pickup radius will now decrease it instead. We think that together with previous change, this should make the affix slightly more sought after. -
Jun 16, 2012Nivrax posted a message on Patch 1.0.3 Unofficial ChangesBut... she keeps using it on with no monster nowhere near me. Unless... ya, I could see it working a bit better for melee characters. But I really hope they also improve her AI with it as well, she saved my flank so many times with Charming mob that is next to me, why can't it work similar with this?Posted in: News
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Jun 16, 2012Nivrax posted a message on Patch 1.0.3 Unofficial ChangesDoes anypony have an idea why are they nerfing the Enchantress skill? Sure, it's might be very minor, but I want to understand their reasoning. I used this on her for a total of 5 minutes before sticking 'useless' tag on it, since she kept lobbing that cooldown on me when there was no monsters near me (just some on edge on screen), wasting it every freaking time. I mean, what's the point of nerfing something that has no use in first place?Posted in: News
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Zombie charger seems extremely lackluster, dealing less damage and having shorter range than batty, Haunt taking too long to deal damage when I can one-shot 90% of monsters (waiting for good runes), and Spirit Barrage being completely worthless, dealing less damage AND only single target (although I guess first rune will make it useful for killing act bosses, due to spamability).
In fact, it seem superior to any Zombie charger rune, except Dog which turns it into fireball. The only positive I'm seeing is poison damage which work with one of passives, but I'm not sure if it's worth loosing range of bats over it.
Edit: meh, NOW I noticed thread about it, I guess you can ignore this.
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Her rhyming powers put people in shame
And if she get flamed by some outsiders
They better be ready for poisonous spiders.
*cough*
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That aside, in current implementation, I'm going to play normal solo first, slowly, with no rush etc.
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Also, as only class in game not being able to use generic weapons, he 'might' have problems getting gear from drops, so I'd rather have some stashed items from other classes luck to feed him.
Barb is just sick, you can feel the power of his punches in everything, although Rage spenders are again pretty meh (there is something wrong when generator does way better at clearing mobs that spender). Jumping in middle of mobs is priceless, Weapon Chain that miss or hit wrong mob not that much. Will have to try Monk today to compare which melee is more interesting.
Wizard atm is somewhere in middle, but he is still low. Magic Missle is so boring, but Shock Pulse replace it rather nicely, with sick damage if you can get all lightnings hit. Can't feel love for Arcane Orb, but Freezing Ray with slow is pretty nice (even if it's reskin of 'so-so Rapid Fire', it just... feel better).
So atm, from WD > DH > Wiz > Barb > Monk, it's WD > Barb > Wiz > DH, with Monk probably coming somewhere near Barb if his melee style got POW to it as well.
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Also, that bonus damage seem multiplicative by stats/attacks, so it will scale with rest of gear, same as simple +1-2 damage mods in Beta can add obscene bonus dps.