nice looking fwd to the patch
Sorry, but players will only ask for things that benefit them rather than what benefits the game as a whole. Weapon characters were significantly ahead of the curve, trivializing everything. Boosting casters to trivialize the game as well is not good for the health of the game.
Basically here’s how it works. When people are complaining that these 10 skills aren’t as strong as another 2 skills, the odds of the 10 being brought up to the level of the other 2 is slim to none, especially when those 10 aren’t actually bad in practice, just bad by comparison. Some may be brought up, but they aren’t usually going to be huge boosts unless they are severely underperforming like Cadence was.
Where is my Soldier’s & Warrior’s affixes with +Shield Traning bonus!?
This is an awesome explanation Nine! I think a LOT of people miss that point. But is also hard for a lot of people to see the “bigger picture”. This game is so complex it is actually rather difficult for most non-extreme players be see all the aspects of the game. Most are just going to see their build versus “popular” builds (which are “typically” OP in the current meta) and not understand that the “popular build” is more of an exception than then the rule. Those picking up the popular builds that trivialize the game then don’t see how the other builds, although viable, aren’t on the same playing field.
Wish more people would understand that changes are going to affect the game in many more ways then just their builds/playing style, but I think that is going to be a futile dream…
As I said before, I like the changes (although I don’t have one of those “popular builds” so that might make me bias…well…did JUST start Jajaja’s tri-element sabo who got nerfed…). Still think there is going to be a significant gap but this is a good step. Don’t think it can be solved in one patch. Small changes towards the goal so you can see how they affect the game is the right way to go… Large scale changes can break the game (ie time dilation)… Too many smart people out there coming up with great builds to take advantage of these changes. You definitely don’t want to over correct trying to fix an issue…
Thanks crate
My build has been nerfed every patch but this time I got a buff.
Changes look pretty good to me.
Can’t wait to try the Crucible.
As always keep up the good work Crate
its up!! go cruc!
it is but patch isn’t downloading for me…
it say installed in my steam client, where the hell is cruc NPC?
I assume that we have to wait for 1.0.0.5 update…
If the patch is already up for you, then you need to select the Crucible in the main menu, as Lokkar is not present in the main campaign.
yeah you right, ingame patch show still 1.0.0.4
Yeah I just bought it but now waiting on the patch.
it’s up on GOG Now
a lot of cool stuff here, a lot of really disappointing stuff too
changes to fire strike were necessary due to interactions with dual wield melee WPS, but instead of addressing that specific problem you nerfed the whole skill line massively, which severely hurts dw ranged fire strike, 2h ranged fire strike, and 2h melee fire strike, none of which were even close to overpowered in any capacity. ulzuin 5piece for example, despite the fact that it was just bad at every point until now (something you obviously recognize since you buffed the weapon and the 5 piece bonus), is now even worse.
the obvious solution was just to remove the 1h melee eligibility from searing strike, make searing strike require a 2h ranged or 2h melee weapon, so i really have no idea why you didn’t just do that. this hurts the most broken fire strike build the most while not harming the non-broken ones.
other changes in a similar vain (deadly momentum damage scaling in specific, which will provide substantially more value for dual wield characters) make it seem as though you want ultos to be the only good 2h melee spec, which is super disappointing. 1.8s cooldown on the nova is not nearly enough to put the sets in line with each other, or to promote other 2h weapon classes. i had a pretty cool 2h melee fire strike elementalist, and i was surprised at how playable it was, while still objectively worse than an ultos build in every conceivable way. now it’s not even close.
ultos also got an extra 2% OA from widow for some completely unknowable reason, despite the fact that the devotion was a literal auto pick on 100% of lightning-based characters
legendary changes look great for the most part, only glaring exception being the judicator signet buffs, which makes zero sense to me. they were the obvious non-MI best in slot for almost every build, so i don’t understand why you chose to attempt to bridge the gap between BIS MI gear and BIS legendary gear instead of bridging the gap between the legendary rings, a lot of which are just bad
Patch on steam right now
Another patch and more nerfs to popular builds to try to bring them in line with other builds rarely used to promote “balance” or “build diveristy”. yet, those other builds will still not be played much and they are still not close, so more nerfs in the future I guess.
Here is a nerf that would benefit the player:
Give Valdaran’s stupid teleport a cooldown.
You can’t even run away from him when he is surrounded to try to pull mobs apart. He will constantly teleport you back to him surround by crap or teleport to you while you are pulling things away.
100% agreed with everything you said. (This guy clearly knows what he’s talking about regarding end game builds.)
I always thought the Searing Strike working with 1H weapons was an oversight and that it was intended to be 2H only, since it was far too good in that capacity.
Ultos builds didn’t need a buff at all since they are already one of the strongest, if not the strongest builds in the game since that set is stupidly good.
But this patch buffs them in several areas.
Same thing with the Judicator rings— these are unbeatable for almost any build because they provide excellent offense and defense, the only area they are lacking in is that they don’t give that much res.
There was no reason to buff them at all, which solidifies their king status even further.
It’s not really that they are overpowered, it’s that the other legendary rings are just weak. Only exceptions is if you’re using some niche damage conversion build, then some of the rings apply.
And the -15% Phys. res ring is decent too simply because of how good that stat is.
Most of the other rings are staggeringly one-dimensional, because they generally provide minor damage buffs but give no defenses.
30-50% bonus damage when you have 1000-1500%+ already just isn’t appealing.
Those kind of legendary rings even lose out to the quest reward you get from the Slith Necklace Q I find, which isn’t a good thing.
The legendary boots selection has a similar problem, where 2 out of ~10 are good, but the rest of them are handily beaten by a faction reward or even a random green.
I think these two item categories in particular needed a buff to improve their viability.
This post may seem negative, but it’s not intended that way. I like most of the changes except a few key points, most of the stuff that Most (ha) pointed out, which is questionable at best and seems to miss the mark.
None of which use clusters lol.
My Warder DPS went up by 8k, Witchblade DPS went up by nearly 10k and Pyromancer lost like 1k DPS.