Damn that’s fast, are you using dermapteran? What’s your shar’zul time like now?
I’ll see if I can get her faster.
this is wrong, you also have to consider resist debuff from other sources. For example if you can debuff a enemy to -50% resists without vulnerability, it only adds 24% more damage assuming you don’t have a multiplier from reduced enemy resist%.
Are you serious? Just read more threads, nobody here cares about how tanky or fun the build is, only thing that matters is killing time. Only builds that can kill Fabius under 10 seconds are considered top tier. I find it stupid but i must admit they are partly right because of this:
I wouldn’t write it better. The longer you fight enemies, the higher the chance that you will die, especially when some bosses are designed that they start to rampage and use some strong abilities only when they are at low health. Killing them so fast means they don’t even start to fight. At this point you can better “facetank” bosses with full offensive character than with tank. It should be high risk-high reward but it’s low risk-high reward. Killing the strongest bosses in the game under 10 seconds with low risk is not balanced. And there are only two ways how to balance it: 1. Buff enemies (HP, DA, resistances) which would make the game almost unplayable for new players with self found green and blue items; 2. Nerf some abilities/items/constellations…
So yeah, this game needs more nerfs.
@jajaja: If you think they are buffing/nerfing wrong abilities, make a post about it in feedback section. Devs already said that they have no time to actually play the game so much, they rely on feedbacks from players.
Even on my high dps setup with dermapteran, it’s still 9-10 secs. I used cluster because I can’t facetank her with that setup.
On my normal setup it’s even longer now then previous patch lol. With cluster the fastest time I got was 11 secs but it’s normally around 12-13sec. It’s slower without cluster because I have to focus more on my health and less on my dps skills. I tested it without blade spirits just to see how much of an impact blade spirits made and I got about 15 secs.
So, I’m stumped lol. What did you change?
What is hilarious about this to me is that they lower enemy resistances and then increase their health negating any real big changes to begin with as things die in the same amount of time.
I am using the Deathmarked Claw and Reaver’s Claw. I am not a fan of Shar’Zul and the amount of mobs between the start of the dungeon and him. Shar’Zul spikes too much for my liking.
I stand up on the ledge overlooking her and let all my cooldowns reset. I pop Pneumatic Burst and let the cooldown reset. Then I Shadow Strike in from there and start building Beronath stacks. I just spam my Shadow Strike button while holding left mouse down and watch the health for Pneumatic Burst and health potions.
When I pop a cluster, I do it as the Shadow Strike lands and then don’t even look at the health bar.
No lol, just jesting a bit, but the majority of build posts don’t mention kill speed and I think the majority of players don’t really care either. Nothing wrong with that, I spend a large portion of my time playing a “fun” build that takes twice as long as my blademaster to kill stuff, and another large portion playing my HC charas self found tanky setups that take forever to kill stuff because I’m a wuss on HC.
The ones who discuss kill speed are just the few of us who keep talking about it over and over, but I guess it’s necessary because if you’re trying to optimize, how do you know if the changes you make are for the better or worse if you don’t measure its performance in any way?
I don’t really agree, the high speed killing builds are already quite tanky by normal standards, as in a normal geared player will be less tanky then a fully optimized DPS chara. The thing is you only have to build defense to a certain point then you can go full DPS, if you make it so that you have to build defence to an extreme point, everyone will be forced to play as tanks. If you look at the blademasters for example, our resists are all maxed out, our armor absorbtion is at 100%, our armor goes to 1.7 to 1.8k, our DA is at 1.7-1.8k (we have skills and eye of beronath which reduces enemy OA, so it’s effectively closer to 2k or something, haven’t actually calculated), our HP is at 10.5k. How much tankier should we be forced to build lol. These builds are based on the best gear obtainable in game, and if you play self found it might take you 500-800 hours to gear up to that extent, especially if you include double affix MIs.
It’s also still kinda high risk, though risk is subjective. We’re still glassy enough that if you miss-click potion or pneumatic, or time skills badly, you have a high chance of dying.
Doesn’t this basically mean characters that are balanced/optimized well defensively and offensively perform the best versus end game bosses?
Characters that are full defensive don’t do well (because you can’t kill fast enough before the boss “enrages”), characters that are full offensive don’t do well (because you just get 1 shotted) and that you need to balance both offense and defense?
I’m kinda doing that, still can’t match your time lol. Did you do a bunch of timed tests or just 1? Do you have any major skill or devotion changes?
Shar’zul is easy facetank for me, mad queen is harder because you just die if you don’t pop potion or pneumatic in time. When I farmed for mad queen’s claw, I just cheated and used a mark of divinity, way less stress and you can facetank without any issues lol.
except that it means resistance reduction (at least %-wise) is not as important any more. So there is some balancing change, even if for you the outcome is the same (which really, it should be anyways)…
would disagree with this, if build is so squishy that u die in 2 hits or the instant u look away, its kind of pointless comparison.
builds have to have reasonable tankiness for dps to really be a meaningful gage. the minimum i would say i at least be able to not die on sharzul / boc more than once every 5 runs or something.
if ur dying alot more than that i personally don’t consider it a valid build for dps comparison/balancing purposes as it isn’t really a viable build if u die 3/4 times on a boss just so u can say u killed it in x seconds faster that one time.
reasonable survivability is a requirement. like someone above saying they avoid sharzul all together due to burst. thats not really a reaonable character to gage dps when it comes to balancing builds.
I farmed a few claws and did about 40 runs. At first I was kiting and after three times I just decided to try a different approach.
Are your potion and pneumatic burst off cooldown? Is you Fighting Spirit off colldown? Are all your devotion procs off cooldown? Are you killing any of the tenticles? I do not kill tenticles directly, my AoE will kill one or two of them.
With Pneumatic Burst I have 200% base attack speed. My base OA is 3127 (I think this is the number) before the bonus from Fighting Spirit. I have 8% lifesteal, 3% from Unknown Soldier and 5% from my medal.
I have been hit for 7300 damage from her though. So yeah, there is always that. Always watch for the pink aura.
Yes but it also means that there are only very few balanced builds that are on top of that very specific. It’s proving that the game is not balanced and needs changes. It’s not competitive multiplayer game but still, balanced game = more fun. That’s why so many people think Diablo 3 is shit.
Yes, I agree that more viable “balanced” builds make the game more fun. But how does more nerfs help this, since basically you reduce the amount of viable “balanced” builds. Shouldn’t it be the opposite instead? More buffs (and changes to increase the viability of certain skills/useless skills) therefore more possible “balanced” builds?
agreed! The point wasn’t to make the monsters easier/harder to kill. But to narrow the gap between builds with high resistance reduction vs builds without. This way it won’t be as important to get as much reduction as possible. Some resistance reduction will ALWAYS be useful, but you’ll hit diminished returns sooner with the monster resists lowered. The increased HP are to balance the more damage everyone will do based on the lower resists.
Well, yes it would balance the game but…it’s just my opinion but i imagine boss fight as an epic fight, not that you just jump on him and he is dead. I don’t want every boss like Avatar of Mogdrogen but killing bosses under 10 seconds is a joke.
No update for GOG version?
IMO, they are already quite difficult until you get geared which takes quite awhile.
If you make bosses harder then you won’t be able to kill them until you are geared but you need to kill them to get gear to be able to kill them, chicken-egg type thing.
If you nerf gear so the bosses are still hard when fully geared and optimized, then a fully geared 85 will only be a slight upgrade over a new 85, takes quite a lot of the fun out of farming and gearing up if you only become marginally stronger.
If you nerf skills/devotions so bosses are still hard, then they just become way too hard when you don’t have the gear.
Maybe there should be more mogdrogen but easier type bosses that are gear/build check so players who are fully geared can indulge in epic more epic boss fights?
Can you post which link that is for - for the WH Build? I can’t figure out which one is is lol.
http://tieba.baidu.com/p/4515398922?pn=2
There are quite a lot of interesting builds if you have the patience to go through them lol. I think in general, they play a lot more glassy then we do, at least from the builds I’ve seen.
I didn’t want to be right, but my premonitions about this were spot on.
Grim Dawn is complete and utter shite now.
Enjoy your Nerf party, yea pathetic, miserable wretches.
Peace out.
Thanks appreciate it!