Quote from Shanto94
The point was actually to stop people from killing vases etc instead of actually fighting mobs for loot.
Huh, to address vase farming, they had them not drop anything anymore, and removed the MF effect on chests. But when they adjusted the drop rates for iLvl61-63 items, this was really to allow people get good gear in every act, of course with the later acts being more rewarding. But now clearly the really good gear will be only for act III & IV
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Well take a look at Critical Hit Chance and Critical Hit Damage...
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Well, when I read:
I thought it meant the experience bonus is limited to "heroes levels", as opposed to "paragon levels".
I don't see the point in specifying "heroes levels 1-60" if it's not to state such a limitation, since everyone has a hero level that's between 1 and 60 anyway.
If that's not the case, then great, but it's still not perfectly clear in my opinion.
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So, basically, with MP on, every rare will roll its affixes as an iLvl63 item. This means iLvl 61/62 might become interesting, the base stats difference aren't that big on those...also, iLvl60/61 amulets and rings can be way better, etc.
So these both changes combined make the loot greatly improved, as soon as MP is on.
Now increasing MP allows you to get more of those boosted items.
I don't see how they could make things better, without totally rewriting the item system, which I guess was not even considered.
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Huh, to address vase farming, they had them not drop anything anymore, and removed the MF effect on chests. But when they adjusted the drop rates for iLvl61-63 items, this was really to allow people get good gear in every act, of course with the later acts being more rewarding. But now clearly the really good gear will be only for act III & IV
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So an iLvl63 item can roll it's affixes like it was iLvl61, and a iLvl58 like it was a iLvl63 ... The only differences remaining being the base stats of the items.
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Well in that context it would make very much sense that EVERYTHING be a nerf.
It's pretty much the point that higher monster levels should be harder to beat.
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True, but still, if monster levels per act remain the same, this means you won't get really good items unless you're doing act III or IV. This really defeats the drop rate changes they've been doing in patch 1.0.3, which was supposed to allow people getting good drops even in lower acts. So I really hope there will be some cap to this system, which would only have lower level items buffed, not nerf the higher ones.
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I don't think Unforgiving can help, TBH. 2 fury every second isn't really something you can rely on for a WW build. You need much more fury generation than that.
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Yay! Even more crappy iLvl63 items. Like we didn't have enough of those already!
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True for geared barbs, those with not so high HP of Life On Hit might suffer a bit though. Anyway it's always been a build with high gear requirements.
But I think you got it wrong about the fury generation part. The proc nerf on run like the wind concerns life on hit only. The fury is generated by battle rage - into the fray, of which the proc coefficient remains unchanged. Battle rage has even been hugely buffed since it will now last 2 minutes, so you don't need to spend that much fury to keep it up.
All in all, I think WW barbs still have a bright future ahead of them.
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Also for those thinking WW barbs are being buffed because of the reduced cost of whirlwind, that's really not the case. The Whirlwind skill is actually secondary for WW bards. They're actually nerfed by the reduced proc coefficient of Run Like The Wind, which means Life On Hit will proc 8% of the time on tornado hits, instead of 20%. That's mitigated by the overall damage reduction though, since less healing will be needed in the first place.