- riptide
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Member for 12 years
Last active Tue, Oct, 21 2014 05:46:02
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Oct 30, 2013riptide posted a message on Last Chance Contest: Win 2 BlizzCon Tickets!No more lifesteal and how that can change combat!Posted in: News
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Sep 15, 2013riptide posted a message on Diablo III - Reaper of Souls Datamined Class Changes - including even more Crusader abilitiesPosted in: NewsQuote from RasAlgethi24
Why are people crying about the DH. Yes it needs a buff, and they got it. All the damage dealers have been buffed and resource costs lowered.
The only nerf is to shadow power which needed it for two reasons. One, it seems they're changing their philosphy on LS and nerfing it across the board for skills so that huge 15% LS had to go. Second, it was too good compared to any other defensive skill that it made it pretty much mandatory. Reducing to 25% DR instead of 35% isn't going to make the skill useless. It's still a great skill.
Shadow power needs a re-work. Not a nerf. It doesn't have innate dmg reduction, that is a rune. They should make that rune the default purpose or change it entirely. It use to be attack speed for 10 seconds, I'd like that back.
The reason why it needs a rework is since the primary source of healing is going to be health globes. (which is great btw) Then you aren't going to need or even want a secondary healing source on your active skill bar without a more impactful ability to go with it. It needs something else to make it appealing. The base skill as 266 LOH for 5 seconds with the new health regen philosophy is simply not useful enough to warrant use.
I say 266 so you actually think about how little 800 is going to be in the expansion when health pools are much larger. Basing that of course on all healing skills and weapon dps being increased by about 3x.
They could band-aid that with improving the runes, but the skill itself should be reworked and then runes to compliment it. There are already too many skills where the rune makes the skill. -
Sep 14, 2013riptide posted a message on Diablo III - Reaper of Souls Datamined Class Changes - including even more Crusader abilitiesPosted in: News
Probably. Here's an interesting read on the topic.
Wyatt: I agree that if we cut incoming damage and healing rates in half, players would run with half as much EHP, like you predict. So we can’t just go in there, make that change, and expect everything to be okay. I like the way you broke things into EHP and Sustain, it’s a good way to look at the problem.
I think that framework also hints at a potential solution too. We need to look at ways to test both your character’s Sustainability as well as your EHP. Melee classes already experience a good deal of this, which is why they were the first to adopt Life On Hit when the game first came out. As a melee class you are constantly taking melee damage from enemies, so your sustain is tested every second.
Right now we don’t have many ways to stress the EHP of the ranged classes without it feeling bursty. I think this is because the game has an plethora of “Do the right thing and take 0 damage, do the wrong thing and take 100K damage”. Since the outcomes are so binary, the correct way to build a ranged class is to try to do the right thing as often as you can, and maybe build enough survivability so you can make a mistake once in a while.
What I think we need more of is “Do the right thing and take 20K damage, do the wrong thing and take 80K damage”. You’re still trying to do the right thing, but you’re still taking damage either way. Besides, Sanctuary is a dangerous, violent and hazardous place – some amount of damage comes with the territory. When I play, I want to feel stress on my EHP and my Sustainability while still feeling satisfied for making smart plays. I also want to value incremental survivability choices I make on my gear and my skill build.
P.S. LpSS scales with attack speed too since you get more attacks per second which translates into more spirit generation.
Well if you can’t depend on health globes for healing when you need them most, wouldn’t it make sense, as a player, to instead build around one of the life regen affixes like LS or LoH instead? If LoH or lifesteal are strong enough to cover a 30-second gap in health globes, they’ll be way more than enough to sustain yourself through the trash.
It just seems that the inevitable outcome is that health globes become the secondary source of healing instead of the primary source.
Wyatt: Yes. I think your analysis is correct. I think your assessment is why healing from health globes feel marginalized in the current live game at high levels of play.
One possible solution would be if you weren’t starved for 30 seconds on the elite. Like if the elite dropped a health globe every 20% health, then you’d get a health globe every 6 seconds while fighting this high health elite.
TL;DR Lifesteal is too strong of a stat, they didn't like it going into diablo 3 which is why it was nerfed from what it was in diablo 2. However, that just delays the inevitable when gear improves. As you can see by looking at June of last year to June of this year. Where items were considered trash with lifesteal instead of loh. Now it's completely the other way around.
So they are going to make the primary source of healing - health globes. Life from spirit/fury spent will be buffed and minor loh and absorbs look to be the secondary source of healing. -
Sep 14, 2013riptide posted a message on Diablo III - Reaper of Souls Datamined Class Changes - including even more Crusader abilitiesPosted in: NewsQuote from RasAlgethi24
Build your DH correctly and you wont have any ehp problems. I face tanked everything on my dh. Gloom was correctly nerfed as it was way too op compared to any other dh ability that it made it a mandatory skill. They are nefing LS across the board it seems for all classes, so a 15% LS skill is way too powerful and needs to go. Bringing gloom down to 25% damage reduction does not make it useless by any means.
Besides that, they are buffing nearly every damage skill and reducing its its resource cost.
I stopped playing my demon hunter back in June/July of last year with nearly 500 hours played. But I'm pretty sure I'm one of few demon hunters who had 680 res all,800 physical resist, 2.8% ll, 70k + hp, 4500 armor and 120k dps without ss in June of last year. This is when the majority didn't have 120k dps with sharpshooter and the ones that did had about 30k hp and 200 resist.
Quote from Emwe
@Everyone who cries about Shadowpower nerf or ignores how nearly all %LL abilities got removed.
1. %LL might get so broken in the addon(well it alrdy is now) that every mob would need to nearly oneshot everyone so they would take dmg.
2.%LL will get phased out(even from item's) and our mainsustain will be 1) Healthregen 2) Healthglobe's 3) Health on hit 4) Shield's and at the same time enemy dmg will get lowered to a point where they can kill us without the need to oneshot us.
I already assumed they were going the same route as they did with consoles. Which is health globes are much more valuable. However, you're failing to realize that in itself nerfs shadow power even more so. If the majority of healing comes from globes, then there's no reason to have a minute amount of loh for 1 skill slot.
What they should do is go with their original plan with shadow power where it increased the attack speed. Then again they could make gloom default shadow power and spice up the runes a bit more. Either way it has to either be reworked completely or they need to buff the loh. Otherwise it will never be used.
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Sep 14, 2013riptide posted a message on Diablo III - Reaper of Souls Datamined Class Changes - including even more Crusader abilitiesPosted in: NewsQuote from riptide
I think everyone understands the disclaimer. I think people also understand there is a process to tuning abilities. So when there's drastic changes like the shadow power one, which is not an appropriate number, people will call them on it for even thinking that was a valid number for testing.
I didn't get your point. You say the Shadow Power change is uncalled for? Btw, it's not really a number change. It's a concept change.
I never said it was uncalled for. If you had read any of my previous posts I said it could use a changing. Also while it's a concept change in your eyes. It's a numbers shift in mine, I've already said 3% life steal = 900+ life on hit ala item budget, it's actually 956 if we're being specific. The idea is to regen hp while attacking enemies. That didn't change.
As I've already said they could be removing life steal entirely since all life steal abilities have a LOH or an absorb effect now. But this doesn't address the issue of the gear scaling and how useless even 800 life on hit is now vs 3% life steal.
Giving a character the ability to have an on-demand 15% lifesteal is problematic. Because except for Barbs (which can get 9% lifesteal, or I guess could ;)), classes like the Wizard and WD will never come even close to that sort of sustain. It also means that class doesn't need to care about any sustain in gear, and pretty much all that matters is getting enough Discipline to keep that up all the time.
DH defense is shit compared to wizard and barb. Things that are frozen can't hit you, also having a 40% armor + resist bonus is huge. I'm not saying they should nerf wizard or barb, but demon hunters have always been awful in the ehp department. DH's need better defense, not less of it. It's been that way since day 1.
DH's don't have the highest dmg but have the worst EHP. If they are suppose to kite they should hit harder than witch doctors. But instead WD can just face tank anything with good gear and only 3% lifesteal.
Math doesn't leave room for debate, feelings or opinions. Again unless they change the coefficients for demon hunter to something ridiculously high, like 4-6x , this number is way off for practical testing purposes. So the only way that their judgment wouldn't be rightfully ridiculed.. would be if they just randomly typed in a number.
Having a hard time understanding this part. As I said, it's not even a "math" change. It's a concept change. 800+ Life on Hit is significant, and we don't even know what they're doing with proc ratios. So really? No room for debate or explanations? At all?
We know what the proc rates are currently and as far as we know they have not changed. So it's definitely room for concern.
As an aside. I'd rather be the guy that jumped the gun and made a case for something that didn't need one. Rather than say nothing and watch the change come to pass, because of lack of foresight on their part. (i.e. attack speed values @ launch)
You mean the Attack Speed change shouldn't have happened?
No I mean it should have never made it live to begin with. I thought I was pretty clear. I was saying they demonstrated a huge lack of foresight. I also insinuated that they are very capable of doing it again. Hence my concern.
Also, I didn't mean: "do not criticize any change whatsoever". If you're against the Shadow Power change, discuss it, voice your opinion, say it's unreasonable, think of alternatives, try to prove how the skill isn't broken (you're gonna have a hard time with that one).
But there's no need to go overboard with the reactions.
It could use a change and I've already shown that 3% life steal is 956 loh in terms of budget. I've also stated in MP7 gear 3% life steal is significantly better than 956 loh. This is essentially reducing shadow power to less than 10% of it's current power, rendering it useless in any form.
So just so we're clear 15% -> 3% -> 800 loh = worse scaling
RoS= stat inflation 3x over at the very least. 800 life on hit then is like 266 loh on now, which is less than 1% life leech now.
Does it all make sense now? They are nerfing the effectiveness of shadow powers purpose to about 1/15 of what it was. Hopefully it does change and it probably will. But I really question why even start there, it's not efficient.
The number is WAY too low. The end.
My point was: we don't even know if these changes are gonna make it to a PTR/beta until they do. Big skill changes like this will very likely go through a PTR testing. And that's the adequate moment for strong and well informed feedback, not now.
I am questioning their rationale. Since you need to have a reason to change something and an idea of the direction you want to go. So unless they randomly put a number there, their methods have issues. If a person is willing to nerf or buff something by over 1000%, even as a test, they have little foresight. I mean unless their goal is to see how useless or mandatory an ability becomes. -
Sep 14, 2013riptide posted a message on Diablo III - Reaper of Souls Datamined Class Changes - including even more Crusader abilitiesPosted in: NewsQuote from Zero(pS)
Seriously, people really need to understand the disclaimer there. None of these are final, and some are probably only there for "testing purposes". This is like a pre-alpha build of those changes.
We will only know what really changed when they release patch notes. And only know if it was for the best or the worst after actually playing with the changes.
I think everyone understands the disclaimer. I think people also understand there is a process to tuning abilities. So when there's drastic changes like the shadow power one, which is not an appropriate number, people will call them on it for even thinking that was a valid number for testing.
Math doesn't leave room for debate, feelings or opinions. Again unless they change the coefficients for demon hunter to something ridiculously high, like 4-6x , this number is way off for practical testing purposes. So the only way that their judgment wouldn't be rightfully ridiculed.. would be if they just randomly typed in a number.
As an aside. I'd rather be the guy that jumped the gun and made a case for something that didn't need one. Rather than say nothing and watch the change come to pass, because of lack of foresight on their part. (i.e. attack speed values @ launch) -
Sep 13, 2013riptide posted a message on Diablo III - Reaper of Souls Datamined Class Changes - including even more Crusader abilitiesJust noticed, they also changed blood magic to not be life steal.. I wonder if they are removing life steal from the game or just skills.Posted in: News
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Sep 13, 2013riptide posted a message on Diablo III - Reaper of Souls Datamined Class Changes - including even more Crusader abilitiesPosted in: NewsQuote from RasAlgethi24
Some interesting changes.
Looks like no more perma wrath or archon.
WW/sprint build seems to be slightly nerfed as well as hurricane no longer lets you move at ms speed and into the fray is drastically changed.
I actually like that they nerfed shadow power, it was too op to the point that you had to use it. They buffed the other damage skills so its a nice change.
I don't think nerfing it would be bad. I think nerfing it to about 20% of what it was is bad and that's just basing it on item budget. 3% life steal easily surpasses 900 loh with even mp 7 gear. It's going to go from a "must have" to a "never use".
I know it's not even a beta build. But even I can look and tell you that unless they change demon hunter coefficients to something like 5.+ it's pretty much useless. Not even niche. It's a pretty absurd number to start at when nerfing.
That's like saying instead of X doing 500% dmg it's going to be 2500% dmg. It doesn't even need testing to know how drastic that is.
Quote from inkcheese
Other than healing buffs, seems not much has happened the the monk. Biggest changes are Fist of Thunder where they did as I suggested no knockback but a teleport to the base skill; DS has become more expensive but deals more damage and AoE but I don't think I can sustain it anymore with Implosion in my Backlash Monk. Inner Sanctuary seems to have become awesome and'll need some playtesting. Other than that I hope more changes come because I'm not that impressed.
I love the possible changes the Wiz (my alt).
I use Dashing strike in all my farming builds and I am somewhat concerned with the huge increase. (I essentially zig zag around the map rounding up mobs) Seems like I may be forced to use the Legendary that has the "if target is 25 yards away, the cost of dash is refunded". On the other hand they removed the cost of spirit of a lot of things, particularly BoH. They also increased spirit from a couple generators, so it's something I'll have to actually play or see somebody play before I can say if it's a nerf. -
Sep 13, 2013riptide posted a message on Diablo III - Reaper of Souls Datamined Class Changes - including even more Crusader abilitiesNot really a fan of nerfing DH's in any way. Not that I've played mine much since the 600 hours pre paragon system. The Shadow power nerf going from 15% life steal to 828 loh is a huge nerf. Especially considering the LOH/healing buffs everything received meanwhile in the current game 3% life steal = 900+ loh in terms of item budget.Posted in: News
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Aug 20, 2012riptide posted a message on Paragon Level EXP ChartPosted in: NewsQuote from medozg
everyone was crying about it,but it looks like noone will be close to 100 in next few months
You underestimate the determination of the hardcore gamer. -
Jul 22, 2012riptide posted a message on Jay Wilson on PvP and Legendaries, Inferno Booster Pack Giveaway, Guide for Crafting Chest Armor, and 1,000,000 Gold Witch DoctoPosted in: News
They have specifically stated in interviews that "get out of here pvp guys this is first and foremost a pve game, we will not ruin the experience for the pve players"Quote from Vook
"They want to legitimize PvP in Diablo III."
Oh great, we're going to have the game balanced around PvP now? Wonderful...
They went on to say they have 2 calls for spells. Think of it as 2 different hungering arrows, 2 different x, y, or z ability.
One has a Normal PvE function and the other can be changed which only affects pvp.
That doesn't mean that every ability will be different but you could look to the first guild wars to get an idea of what they might do.
Quote from omnihk
Guarentee that's whats going to happen. How will they control Barbarians Heroic Leaping over fences etc. or their ability to use an entire rage bar to sprint for 30 seconds non-stop? Say goodbye to the most fun abilties, at least in their current forms.
See above. - To post a comment, please login or register a new account.
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That's exactly what I was thinking when I read the ability. Pants, Chest and Helm have the room for most HP and toggling them would most likely take you below that threshold. However, it'd be a real pain to enjoy playing like that. Not to mention you actually have to drag it off or have 3 items with 0 vit/% life on them to swap to.
It's hard enough to enjoy playing while swapping SOJ -> hellfire which is 4 button presses and takes almost no time. Then there's the fact that very few if any demon hunters swap from 2 1handers to a manticore+ quiver to generate/spend hatred. It was done during beta but people using autohotkey got banned doing it on release.
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Not sure if you read the last paragraph but I already pointed out the logic in that. If you disagree with more gear = more power. Perhaps you should design the first ARPG to deviate from that.
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Because it's worse than a flat dmg as a solution.
We already know they don't want any 1 shot mechanics, at the very least on normal elites, and that they are focusing on more constant dmg(than we even have now) and less burst. They aren't going to make it so reflect dmg can turn on and you kill yourself a % dmg will certainly do that.
That would make it so early on when you're gearing up, it's a free mod that may as well not be there. Meanwhile when you're at the gear ceiling, you 1 shot yourself. So what they would have to do is impose more rules to make that solution work. That seems like more work for little gain.
Besides a flat dmg increase makes your character feel more powerful as it gets gear. Instead of the % which makes you feel weaker and goes against the whole idea of the game. The only way you can outgear a scaling percentage of incoming dmg is to have a scaling percentage of incoming healing. Which they don't want anymore.
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Attack speed is not going to hurt everything you listed... it will mostly hurt players who feel attack speed is the best stat. When it's not, try looking at d3up and seeing how much max ias on a item gives you vs max crit/average dmg/ crit dmg or primary.
Sure if breakpoints are mandatory then it matters. But I can tell you I choose to avoid attack speed for everything when it comes between choosing any other dps stat. Pick the breakpoint you want for rapid fire and barb's nado and don't get a single bit more than required for the breakpoint. And no the highest breakpoint is not necessary.
Monk and Barb can do with crit instead of ias for resource generation, sure IAS helps but it it isn't necessary and it will likely be outclassed by other dps stats. DH can play with 0 generators therefor having to expend your resource faster to do dmg is counterintuitive. Same goes for WD as DH. Archon is just fine with attack speed as the last stat to cap, and ias is bad for ssbb. I've never played cmww but I doubt you need 86097450967 ias for that too.
All in all the new hero caps are all very reasonable, EXCEPT the crit dmg one. If that includes gems it is out of whack compared to the rest. So I'm leaning towards gems not counting but everything else counting. Quivers could go either way.
BTW. In the attack speed nerf DH quivers were excluded. So it may very well happen again.
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Yeah, I checked my stats from gear (not base stats)
47% crit
245% crit dmg not counting gems (ls e.fury)
34% ias
While I would never trade crit for ias, if given the choice. It's not a huge loss to shift 7 crit to 6 ias and 5% crit dmg. (ias is my worst dps stat of the 4 per slot)
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Well you will be hunting trifectas, it will just be avg dmg + 2 of the other stats on every piece that can get it. Also,you should keep in mind, if we end up not getting these stats from bracers/belt/pants/set bonuses.. it becomes much much harder to max these stats. Especially if gems are counted, btw if they are counted Ruby > emerald for all.
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Speaking of other affixes. I think they are making room for more utility stats such as pick up radius and +health globes. Build changing properties too.
I think caps are a necessity to allow variety while gearing up. In the end, we are going to all gravitate towards specific stats overall, but for individual pieces it allows flexibility.
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He already mentioned making health globes drop every 20% of an elites hp. Health globes are actually really good, even now, if you even have a single + health globe stat. In my case I have 1 item with +10k or something like that. That makes a world of difference and I have a 60k HP pool.
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Actually Wyatt has said similar.
He never comes right out and says it but if you read between the lines, he's implying that he's not happy with current balance of dmg output vs rewarding good play vs life steal.
In the case of the abilities you mentioned since they are all very telegraphed then sure I could see them remaining high dmg, but I don't think they want them to 1 shot you. Especially mallet lords, I've watched good players die to jailor mallet lords. And with Loot runs, you will too. So unless you think read affix -> run is the type of gameplay they are promoting, I'm sure you'll agree.
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I'm just glad they are going to make them a more vital part of gameplay in general. Also if you look at one of the barbs skills. I forget the name of it, but it gives life per fury spent increased by + health globe bonuses. (which is an underrated stat btw)
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CLOSE! You forgot that sometimes it's easier/safer to kill a pack of 50 than it is to kill a pack of 3
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They've already said they are going to be buffing life per fury/spirit spent and that they don't like the life steal stat. I wouldn't be surprised to see them add that life per resource spent for all classes. They also are talking about making health globes drop every 20-25% to put the emphasis on that for healing and rewarding good play. They want the primary healing to be through globes and the secondary source through lpss/loh etc..
He also talked about how instead of taking 100% dmg or 0 dmg that you would take 80% dmg or 20% dmg, so that there was always a feeling of danger but still being rewarded for good play.
The above was also talked about by Wyatt back in July of this year.
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I don't know his playstyle but if it's anything like mine, even 1 year isn't enough to min/max a character without throwing $ at the game. Which would be 3rd party stuff come expac. If you're just talking about getting good enough gear that takes almost no time at all.
Look to Path of Exile to get an idea of how it will play out. If you're too lazy to look, the majority of people play both set duration leagues ( 1 week - 4 month)and the permanent league. Diablo 2 is quite different because I said the there is a reason to NOT play non-ladder.(the hacked items,classic items, .08 items, dupes etc)
In both d3 and poe they only deal with inflation and if you play hardcore in either game there's even less of a need to play in any seasonal ladder/league, other than the novelty of starting over again. Which doesn't last long for most people.
Hell, look to d2 if you want even more proof, how many of your friends started up on the ladder and played more than a few weeks-couple months? In RoS you're going to have a reason to go back to your "non-ladder" account with all those extra paragon points/items, even mid season. You didn't have that reason in d2 because almost nobody played non-ladder since the economy was ruined.
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There is a big difference between d2 and d3. The economy was fucked in d2, classic and .08 items being bis, dupes, hacked items, etc. It is not like that in d3. There was a reason NOT to play the non-ladder in d2. In d3, if I'm correct, they'll be giving you a reason to play both.
You can look to PoE for a current perspective on it. People play the 4 month leagues (think season) then they play "non-ladder" when it's over. There are also those that play 1 league and when it resets skip it the next time around. Nobody did that in d2, well if any did they were few and far between.