I love you #NoHomo … #ForNow …
On one hand, I’m happy to see all the improvements to the character sheet data. And the buffs to DA all around.
However, I find it an odd decision to nerf survivability skills when it can already be an issue for most non-solider classes, especially for newer players before finding gear. Yeah, those skills are really strong when in the hands of experienced players with nice gear, but I think you guys are starting to forget not everybody has fully decked out characters with full sets and/or nicely rolled MIs.
IMO, nerfing blast shield, heart of the wild, etc is going to hurt newer players more than anyone. Game is beginning to get very unforgiving to the noobs - I think it’s something you guys need to look into. I know a lot of vets will probably come in here and say that newer players should “learn” and “git gud,” but realistically the game is quite a bit different balance wise from when we all started playing.
how bad is the deadly momentum flat dmg nerf?
Just read the first paragraph and already very happy
thank you for preview !
Yet another pass on %weapon damage on procs, both devotion ones and from gear. Yet another pass on resistance reduction, a pass on ADCtH, a pass on defensive procs, a pass on other defensive stuff on gear, a pass on defensive mechanics of pretty much all classes (except arcanist and occultist). And by pass I mean a nerf, since it’s what Crate’s passes are about. (EDIT: just remembered a high end epic items pass done in 1.0.0.5/6, this one was good).
I do hope you adjusted enemies for this, because some extra +DA is not anywhere close to making up for all the other stuff you done this patch. DA is pretty useless since you either need it crazy high or just enough to notreceive crits, any value in between doesn’t matter.
I’ll wait for the actual patch to form my opinion, but so far I’m not optimistic about the changelog.
Just read the first paragraph to be happy.
Read the rest to be not.
Glad I’m not the only one who understands this.
Nice to see balance changes, especially to the skills. Are there any plans to change blade trap? Right now it is a basically useless skills which nobody uses, as far as I know.
Any particular reason to completely gut Markovian set and Belgorthian?
Any particular reason to remove almost fully an important gameplay element like Life leech?
How was MoD OP with 90s CD that it warranted 33% increase of it?
I thought you cant go worse than the 1.7 nerfs all over the board but you just proved me wrong
Impacting more casual players is always a conscious concern, which is why most such changes are at ultimate skill ranks, or more significant at ultimate skill ranks. In some cases, it does have an impact at all levels of play, but then we can make further broad tuning adjustments on monsters to compensate if it proves necessary.
In the case of Ultimate difficulty, monster physical damage (one of the largest sources of death) was slightly reduced in conjunction with these changes. Nemesis Bosses also lost some Offensive Ability to bring them closer to where they were prior to 1.0.0.7 (this included Mogdrogen).
Meteor shower can no longer be assigned to thermite mines. Good but Not good. I know there was a problem that single mines could cast their own version of meteors shower, causing a lot of damage, but i would have preferred a rework of thermite mines (for example a single mine with increased radius, instead of three).
-1.0.0.7 wasn’t nerfs. That was balancing to a broken mess. I defended that patch and still do. Those slight RR nerfs were a hit to many builds but it wasn’t that bad.
-This is a nerf to functional things. DA buff is nothing compared to the nerfs to BS, OG (shield casters :p). Mark of Divinity and Avatar of Mercy nerf wasn’t even necessary.
-Targo’s Hammer is useless btw, unless that flat physical damage is really high
-Imo they should just remove the granted skills from Carnage and Markovian. Next thing it gets reduced to 0.5 sec :rolleyes:
:eek:
Mogdrogen was buffed in 1.0.0.7?
Hello,
Very nice!
Are there any new thinks to translate for this version?
Because the massive amount of cooldown reduction they provided was simply too overpowering compared to other options and created situations where builds relying on them were over-performing while others did just ok or even struggled. They now provide ~25% and 22% cooldown reduction, respectively, which stacks with % Cooldown Reduction.
Life Leech was not removed, but it was made to be more of a conscious choice rather than an afterthought for several builds that simply got it for free before through Devotion while going for their most powerful damage Constellations.
Mark of Divinity, along with a few other defensive procs from Legendary Gear, created a large power gap between players who played substantial amounts versus those that are still just starting out and did not have access to all the best Legendaries.
They still serve their defensive roles, but are no longer an totally obvious choice. We can make further adjustments to overall monster damage if it proves necessary to compensate for this.
As per usual procedure with patches, try it first.
Mogdrogen was buffed indirectly along with all Nemesis bosses with the Offensive Ability changes in 1.0.0.7. 1.0.0.8 compensates for this buff.
Translation pack should be going up in the near future. It’s only a few tags/corrections.
Thanks for the response. Of course, my concern is speculation based only on what I’ve seen in the patch notes. I’ll reserve judgement until I see how the physical damage and Nemesis OA reductions play out. Glad you guys are willing to make adjustments if necessary.
What about the Crucible?
Okay, thanks!
Those changes affect the Crucible equally.
-I’ll try it and then give a feedback to how it feels in practice. CB nerf still feels too big from crucible point of view.
-I asked cause his damage didn’t feel too different from before patch.