[Feedback] Difficulty buffs made endgame disproportinally hard for melee builds

But i’d argue that’s the strong point about SR or better say overall Endgame. My Argument pre-FG, where i myself often Suggested it would be awesome if crate would add some randomized endless-dungeon or something similiar to the Rift System of Diablo 3 was never to have this one particular Mode where everyone needs to stick with it, but rather add another layer for Endgame to choose from and to add variety in terms of Endgame. From my perspective good endgame - or let’s rather say almost perfect endgame means to give the player choice what he wants to do from various types of what the game offers. We have now (even if it might considered as early endgame) different farming routes, Nemesis and Roguelike-Dungeons… than we have Superbosses and Secret Areas, and than finally a consistent experience with Crucible and a randomized Experience with Shattered Realm. From this perspective everyone wins, because the ones like you who prefer consistent endgame you have Crucible, for people like me to like more variety due RNG-Mode, i prefer SR.
And from that perspective i would find it rather wrong if any of this modes(might it either be the cruc or sr) get adjusted for the sake of one particular group so it takes away from another group the fun, while as we have now actually have the choice.

Sorry but your feedback on SR isn’t valid if you brave it with 2.6 da. It is, however, quite accurate. SR is inconsistent but afaik Crate sees it as a feature rather than a disadvantage.

How do you manage Fabius + Korvaak as melee nowadays in end game - both apply effective approx -1000 DA to the player?

That said post 1.1.4 how much is the sweet spot for DA if you run SR/Crucible? Seems 3k doesnt cut it anymore…

Well for crucible you never have to fight Fabius and Korvaak at the same time…

I died about 50 times in shard 55 and at least 20 of them i tried to draw melee bosses as far as possible and kill one of them with burst dmg before casters would reach me. I was not close to the goal once. Incoming dmg was an overkill. 2.6k is low but it isnt that low to die solely of crits 20 times in a row. It is statistically improbable.

Besides that is not even the point. The point is first run was one of the worst torture i ever faced in games but the second run i flew through 55-60 like a happy little bee. It’s safe to call this experience inconsistent.

Give us a clearer picture, link the grimtools. We can’t know what sort of holes might be leading to instant death without a build link.

It is for SR 55. Fabius alone has cumulative 650 da shred. Add mutators and enemy oa buffs and at times your da relative to enemy oa can drop so riduculously low that you don’t even know.

BTW how’s your resistances? Most bosses+ have the whereabouts of 30 all resistance reduction. This is what you get most of the time. Some nemesis have 40 or more all rr. On top of that certain bosses+ have stackable rr for certain types. And Anastaria reduces all your resistances by 50% on top of everything.

I think it’s good that SR was made harder. It is a place for builds that are not willing to compromise on defense. But Crucible allowed for it to some extent which I think was good. That extent has been lessened. It’s still ok. But when you considered the ongoing nerf crusade it might not be ok for many builds after this hotfix.

Resistances aside from poison and pierce were overcapped at least by 25. Poison by 10 and pierce by 2-6, cant remember. I have no problem with the difficulty itself and nowhere did i say so. I have a problem with inconsistency. Some bosses+maps+mutators combos are vastly more dangerous than the others and i dont think its in any way beneficial to the player’s experience.

No offense, mate, but 2600 DA is very low. Trust me, I have assembled quite a lot of top tier specs and always tested them against hardest content. Even below 2900 DA I already start to feel uncomfortable with incoming damage. Difference between 2600 and 2950 DA is like night and day. If you want, send me your grimtools and I can help you tweak it.

Honestly, saying this as directed at Zantai or Crate devs in general…is just straight up insulting

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I appreciate everyone trying to help and i will gladly use it when the build will be ready for a post but 1) 2.6k was temporary 2) the point of the feedback was the same shards in two runs felt like two different games for this exact build: first was nigh impossible, second was easy

With 10 acid overcap it could very well be one boss comp that’s poking the exhaust vent on your Death Star. If you aren’t prepared for all the baseline inevitable hazards you’ll eventually trip when the one blind spot comes along

I overreacted, ok? I apologize for that comment to Crate and to anyone whose sensibilities were offended.

I agree that SR is inconsistent. But this is the way it’s intended to be. Apparently, Crate like their rng.

However, low pierce res means even more inconsistent Mad Queen/Fabio. Low acid res makes you weak against Kai’s crystals/bolts. Stun res is needed for Valdie and Maiden. Trap res for Ben. Every little hole in your defense creates an opening for different things.

On one hand that’s good. But on the other it gave birth to SR meta where 1) handful of builds that happen to get all the holes fixes easily (including but not limited to SR set using which is almost like taking the blessings of Empyrion and - for cc res - Ulo) dominate over other builds; 2) much (not all ofc) of the results are based on flukes or rinse-and-repeat grindy gameplay; 3) DPS doesn’t matter much.

Sorry, eh, what was this thread about again?