Quote from Bagstone
Happy to see crit hit chance cap lowered to 40%. Also 250% crit hit damage cap is also good. This will make gearing more interesting as it's not just "trifecta all the way".
I don't think it will... it'll just change gearing to "hit your caps, then stack EHP". I suspect Blizzard's preferred choice is diminishing returns after a point, but avoid that approach because it's mathy, and user-opaque.
I assume/hope that's 'base MF', i.e. paragon-points MF + gear MF.
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D3 already has too many tightly coupled systems. Bounties -> Rifts -> GRifts or GTFO. That's bad enough, as it disregards anyone who just wants to do bounties (that aren't Act I Normal), just wants to do Rifts, or (God forbid) actually prefers Story Mode (assuming 99% of Story Mode fans haven't already quit playing by now). True player freedom requires decoupled game options with appropriate reward structures.
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Look, you know what... we know this guy's name. We have a vague idea of what he does. That's all we need to blame him for everything. It worked for Jay. It worked for Josh. Why change a winning formula? DOWN WITH DON!
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Also, doesn't it amplify the difference between DW and non-DW builds?
The whole thing smells weird.
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OTOH, +1 lolz for the irony of the OP's username, and +1 WTF for saying a defensive resource being used exclusively for offense wasn't broken.
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Regardless of the details, I'm glad that they changed OWE and ditched dodge. OWE only served to make monk gearing a PITA, and dodge artificially inflated toughness anyway. I suspect a lot of monks will see a drop in toughness, but experience an increase in their objective survivability... particularly if Blizzard buffs healing skills along with LS and HpS.
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What D3 needs (IMO, natch) is an item hunt that isn't on the wide, straight road to more DPS. Fun items (e.g. a helm that makes a nearby white mob spontaneously explode every few seconds, a 'Puzzle Solver Ring' that lets you kill other people's Puzzle Ring goblins) so we can have a 'lol set' for playing below the curve, and more items that induce skill interactions or non-standard gameplay (e.g. a wand that adds AP generation and a AoE explosion to Teleport, lowers its cooldown to one or two seconds, but completely negates all other AP generation, a crossbow with minus AS for the player and huge +IAS and base damage for pets and sentries).
Items that simply improve one skill or another aren't that interesting... D3 needs items that encourage unusual skill combinations, or that have a non-trivial risk/reward factor.
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