Yeah, I still see that one too. Thankfully less than I used to but still occasionally.
These changes look like a step in the right direction. I’ll have to give the crucible another go.
Yeah, I still see that one too. Thankfully less than I used to but still occasionally.
These changes look like a step in the right direction. I’ll have to give the crucible another go.
oh nice! good job
Yes, love the changes. Especially keen to see how viable XP is in Crucible now. Also love the nerf to reflect as it has kept me from playing Crucible too much with my Warder and stopped me building my pistol pyro.
I would like to chime in and say as a HC player I am fine with reflect being where it’s at in campaign. You learn what enemies can do reflect, and ime enemies wearing reflect gear (like shields) don’t have a high enough reflect %age to do heaps of damage. Reflect is easily mitigatable by knowledge and maybe having a lower dmg weapon on switch to test the waters.
why after the update i have to buy crucible again…?
[/li]
I hope this is fixed for Crucible too. Experienced it a few times where I can’t get inside the reward room.
no, i have seen as high as 38 or 39%, which is higher than the actual reflect effect, the orange one with spikes. it shouldn’t be in the game, period. i mean, whats even the point of the orange effect if the next guy can have a higher reflect that you cannot anticipate…
so far i know that nomos dred and the arkovian undercity boss can have those shields, there might be more. the problem is that i really like SoT and AUC for farming.
also, this problem is mostly for physical heavy builds, because no one has 80% phy resist like they would if it was fire or poison for example, and because break morale reflects the -phy back to you, putting you at very low phy res.
[/li]
Does anyone know what the new values are for the Tribute costs?
this is exactly the problem, you cant mitigate phys damage as easily as other forms like lighting cold etc. 2 handed phys builds have huge issues with reflect. if there are 3 heros and you dont scroll over to read you could 1 shot yourself. i went from 15k hp to 0 in 1 hit in HC.
i dont really understand the purpose of reflect to be honest, it seems like a gear check? or to slow down the action? there are other ways of slowing it down. i personally think most ARPGs dont handle the reflect mechanic well, if you just logistically think about how much damage twinked characters do there is no way you can survive certain situations of reflect. if you want to have reflect in the game i think it should be approached in a way where it poses a threat that leads to death from other factors surrounding the situation involving reflect, but never outright kill you. again this is from a HC mindset.
-HeaT
reflect damage is this thing that devs of ARPGs have a hard on for that just annoys the playerbase unless it’s neutered into uselessness like in D3 where it used to be a big deal.
it’s supposed to be a counter to glass canon builds, but if you chose to be a glass canon in HC, you will die regardless.
i mean, retaliation is a thing in GD. why add also a reflect mechanic on top of that? at least give us better tools to mitigate it, 1 constellation and jewelry enchants are not cutting it for physical builds at the moment, except in the crucible now that it’s been reduced by SEVENTY PERCENT (lol)
Reflect would be a lot more interesting if it was a ranged retaliation projectile effect instead.
For example, every x% of monster hp lost, it shoots something out.
similar to kilrian while he has is sort of aura? that’s a cool idea.
Reflect toggles on and off of mobs in campaign and doesn’t even work on all damage types, don’t really think it needs a nerf.
The problem with reflect mechanics is that 90% of the time you can’t even see or notice it, due to all the stuff happening in the screen… and the only way to properly deal with reflect enemies, is to be aware that you can run into them anywhere or in specific areas (e.g the archmages on areas filled with aetherials).
It would be nice if the reflect effect were made more obvious to the player in the form of a debuff/curse, like the good ol’ Iron Maiden curse on Diablo II, in that yo could clearly see when you’re fighting an enemy that has reflect mechanics.
left is new, right is old
Thank you very much!!
Thx for hotfix 2 !
Fabius was SOOOOO god-like with a Notched Bone of a Thousand Deaths. Hope it isn’t the case anymore !
And if you stop to do that, there’s a good chance you end up dead anyway.
But hey, let’s be glad GD didn’t go the PoE way where reflect was an aura at first. Totally killed crit damage for any build until it got nerfed and it’s now a boss-only buff. I don’t mind the temporary boss effect in GD (after all one of the things I loved about TQ was how fighting bosses required using some judgement instead of mindless DPS-ing), but reflect with no warning? To make matter worse, white mobs have lower defences and take a lot more damage when debuffed, so they’ll reflect that much more damage back.
I play softcore exclusively, so reflect is just an annoyance, but I can totally see how it kills the experience for HC characters.
Just out of curiosity: has been the drop in main quest game nerfed after this patch? Anyone else noticing the same or it’s just an impression?
probably just RNG. my first run after the patch resulted in a crazy triple Manticore Eye drop in Jagged Waste, while i generally found barely one every two runs usuall (in Veteran). i got a lot of good blues also. so i’d say it’s just luck as usual 
First few times through the gate in Devil’s Crossing were fine, but I loaded up a different character and I was blocked at the gates. I was able to run just till the gates were off the screen and then back and it was fine. Last time that I couldn’t pass (after hotfix 1) I had to rift somewhere and comeback. Only happened once in about 5 trips through the gates. It was the one time I did not stop and check a vendors first and right after loading a different character. Those are the only things I can thing of that were different between the times that worked and the one time it didn’t.