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, 1 month, 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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If dogs were an offensive ability akin to Necromancer summons, I would agree, you should gear them to last so they do good damage. At this moment, you have to gear super tanky to have pets that could 'try' tanking themselves (and yet see anyone that have working dogs in act 2), but still it's you who have to do damage. Or take other cc skill that don't force you into stat that is meaningless for ranged.
For me, Dogs should be able to tank 'out of the box', further survivality added by your own dps (Leeching Beast), Life Regen (Fierce Loyalty), picking health globes and Passives. It just seem to require way too much work to make them usable (for the sake of it I would say), when you can get by w/o them just 'fine'.
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Wasn't it proven that stacking resists on non-melee is pointless as you will get one shot anyway? The only people who I hear to farm/beaten inferno are using glass cannon builds as otherwise it drops their dps by ton but not increase real survivality.
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Gargantuan works fine up to Hell. Inferno act 1, he dies to 3 hits to a white zombie (no joke).
You shouldn't need super gear to make them work. Dogs are DEFENSIVE skill. The whole point of them is to tank hits so you don't have to. You're much better getting cc skill there, which will work no matter gear, and just kite every pack.
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I'm being dropped constantly in coops with magi and demon hunters, so I'm kinda forced to be 'tank' of the group, mainly supporting/cc skills. I have to say I love Stinker rune. It has perfect synergy with Bad Medicine, and constant aoe dot makes mobs focus on him much more often than normally (when some just run past ignoring the guy).
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Using this rune on the Hex is completely pointless. It takes away one of best of your defensive CDs, turning it into mediocre nuke that constantly puts you in danger, take away precious skill slot, and have 15 second cooldown to boot.
So, who else is disregarding all of the above and spam the hell out of it in Coops?
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From me, to the unsuspected great abilities - Mass Confusion w/ Devolution. Having dogs out and still retaining nice defensive cd is sweet.
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Circle of Life has way too low chance, it takes ages to get dog, and then it's one shotted by some monster types anyway. Not worth the risk of getting closer than optimal to foes.
Dislike the haunt, Locust does similar job, but faster, and spread to everything by itself, with only downside of having to be closer to apply it. Runes may change it later.
On positives, Locust is what I expected, if not better, sick damage and 'feeling'. Zombie Dogs actually do some decent damage to finish up stragglers (but they add too much chaos to my liking). Acid Cloud is overkill to Locust, but still nice to juggle between those two. I love the Spirit Walk, saves against those wallers and knockback-stunlock mobs.
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And myself, I don't have problems targeting them, in fact, it's pretty easy to snipe far away targets with it, unlike Chargers.