Some changes for Doom Bolt.

Doom bolt somewhat lack as a ultimate nuke spell when you compare it with stuff like grenade or devastation or transmuted BWC or even transmuted DEE. I sugest to increase skill lvl cap to 16 instead of curent 12 while keeping the curent scale progression That should increase base dmg at ultimate rank from curent 1288/938 to ~1500/1100 chaos/vitality dmg. Or replace borderline useless %life reduction with vitality decay. Or both =)

Yes, and improve the area of effect PLEASE and not only a tiny bit! This spell has the potential to become the new version of “apocalypse”. If you know what I mean :slight_smile: I loved it, and Im still searching for my “archangel’s staff of apocalypse” sometimes in my dreams. How awesome could that be <3

I suggest, instead… Remove the health reduction, and replace it with damage. A nuke is only useful or needed on Bosses, so more AOE is useless. Simply adding more levels will give it more damage, but for more investment, so it’d still be bad. Health reduction has no use on Bosses, so replace it with damage.

Listen to this man!

It would have to be a fuckton of damage then. Remember that on bosses even after resists apply the health reduction accounts for a significant part of Doom Bolt’s damage.
On a boss with lvl 5 hero resists like Sentinel a max level Doom Bolt still does 17000-30000 health reduction damage, on a boss with lvl 4 resists like Kilrian that’s 24000-43000 damage.

I also have no idea if “all resist” reduction works against HR resist, it’s a bit too hard to track in fights with all the other RR shreds for me to tell.

Bosses resist health reduction because their colossal health totals mean it’s fucking OP against them, not because the devs want it to be useless.

More AoE is still good, as you do not have to aim that precisely then. I rather have it hit all the time, even when I am busy with other stuff.

How about:

  1. Make skill refresh itself when it kills the enemy, reduce damage
  2. Make skill refund 50% mana cost on kill and buff damage
  3. This one is from the mod: Make skill leave corrupted ground area effect pool upon enemy kill
  4. Make skill toggleable, where upon activation it will randomly hit x number of enemies in the vicinity while constantly draining huge amounts of mana per each hit. If enemy is alone, all damage instances will land on it. Something similar to this: https://youtu.be/c7ro0fVJSpA?t=1m19s
  5. Make chaos lightning bolt hit three times (with 0.5 seconds delay between each hit and 4 meters distance between each hit) following the straight path

Damn, a transmuter that turn doombolt into a Proc skill would be so good. I want it alredy :lucky:
Plz, Crete, make it happen :puppyeyes:

A single target ‘nuke’ in a game with very high mob density like GD is completely useless, no matter how much you buff its damage values. Make it an AOE like Devastation and it’s fine.

Also this:

I disagree. We have many AOEs. We don’t have single target nukes. We’ve already got Devastation and many things like it, we don’t need more. Doom Bolt is fine mechanically, it’s just got damage issues. Those damage issues can be easily remedied as soon as Crate admits that Health Reduction is a bad stat and needs to die. Doom Bolt isn’t the only thing being held back by that useless stat.

#LetHealthReductionDie

^Did I get that right? I don’t social media.

That’s basically backwards. AoE is plentiful in this game and single target is usually the limiting factor for builds. Devastation being AoE is a negative for most builds that use it too. A couple patches ago it was literally nerfed by making the AoE larger.

As far as Doom Bolt goes, a moderate increase to the AoE would be nice to make it less niche, and so would changing the health reduction to more base damage. Right now the skill isn’t used outside of CD reset builds. The health reduction would be just fine on bosses if they only got the resist from hero/boss resists. The problem is, in Elite and Ultimate the resist scaling for all mobs pushes most bosses over 100%.

Helth reduction is bad because it dosent work. Crete can actualy remove immunity and make this stat usefull, like Crushing blow in D2 or Static field. I would personaly remove the immunity on all non-undead and scale the stat down to reasonable level, aka 1/16 curent health reduction per hit .

To be honest, crushing blow in D2 was broken. Not the best example. Static field stopped working at 50% health on the target, that might be a better idea.

I currently use Doom Bolt for a good Proc skill for Devotions… And because it looks awesome. It does decent damage in a Chaos/Vit focused build, it’s certainly not unusable… But if it didn’t look so cool, I’d never touch it. The recent buff to it helped, some… It’s not actively a bad choice to use it, but it’s still not a good idea to use it, either.

I would rather they simply remove it. Like Life Leech. We have more than enough damage types as is, we do NOT need extra damage sources by any means.

There’s a point at which you go from, “The game has enough stats to provide variety and meaningful choices” to “This game has so many stats that some are simply going to be useless and/or unused.” Once you hit that second stage, you just need to remove those stats, or you’re just holding back everything with that stat on it.

If Health Reduction was removed, and everything with it rebalanced, multiple things would suddenly be good, notably Doom Bolt and the only bleed casting spell, Bloody Pox. Both of those are balanced around that Health Reduction… Except the % Health damage is not needed on Trash, and not usable on Bosses where it would be significant.

You can’t simply allow Health Reduction to work, because then A) Everything with it is suddenly only good on Bosses, and that’s a problem for things that aren’t Doom Bolt, and B) It would be insanely strong as is, thus requiring a nerf, and ending with things like Doom Bolt being in basically the same place as they are now, except we’d STILL have Health Reduction in the game.

The easy, quicker, and safer solution is simply to remove the stat we don’t need, and balance around it not existing.

You never played Diablo1! That spell was nuke and AOE the same and it was…it was…:rolleyes:… my absolutely favorite spell. I can tell you if I remember anything, then its

A P O C A L Y P S E :stuck_out_tongue:

F all that spells just to devotion proc, all that little tards that fall from the skyshard, it all is like a poop. Take my words and compare Meteor diablo2 and diablo3. People would notice a difference. For me its a difference to like or completely dislike a spell. Something like Devastation is awesome. Why doombolt must be a poop instead? :frowning:

We have MULTIPLE sources of Devastation, and MULTIPLE Devastation styled procs.

WHY must Doom Bolt be what YOU like?

I like Doom Bolt as it is. It’s a giant bolt of Purple Lightning. I just want it to be an actually DAMAGING bolt of purple death. It LOOKS like it does damage… But it doesn’t.

Mechanically, I think Doom Bolt is fine. I could even see the AOE getting shrunk, TBH, because I’ve never found it hard to hit… Anything, really, with it. I just want the damage to match the appearance, so it can be used for the big, single target hit that it seems to have been made for.

I agree, it could, should be a damaging bolt of purple death! Giant! Well, for me it looks more its coming from the back of Darth Vader. A little one.

Why giant? Lightning isn’t giant. Lightning hits a small area, and it hits really, really hard.

If you want a Lightning STORM, we’ve got an ability for that.

Because it could be the only awesome occultist spell that looks like something and do something more than on radius of a few pixels.