That would be overkill because they are already so easy to spot in crowd of enemies. Purple was purposely used because nothing else in the game is purple when it comes to regular enemies.
What really ticks me off is people wanting one of the very few heroes that actually forces the player to assess the situation to be nerfed to the point it’s basically like any other hero. And most heroes are a complete joke.
Spotting a potential arcane hero here is easy how?
EDIT: Losing track of where your mouse cursor is is already a real problem for many players. Let alone trying to find one arcane enemy hidden in a pile of bodies and explosions
Using skills with a bunch of obnoxious effects will make you spot no one (the game really need toning down in certain effects), so that’s not an argument. But i haven’t lost track of any arcane hero in all my builds.
Norzan…man. I don’t mean to be a cocky twat, but I’d argue that I’m one of the better pilots in the community.
Surely creating a better path of retreat is something I consider.
And yes, I don’t charge wiener first into any mob without assessing the situation, I’m just saying that 100% perfect piloting isn’t possible 100% of the time.
There are also situations where you’re just forced into unfavorable situations where shit luck and (IMO) design oversights will get you killed
P.S: I’m not arguing for them to be nerfed. Beef them up, make them shoot more arcane balls for all I care.
I’m just asking for them to be more easily spotted so that I can strategize on the fly.
Okay. True and true. However, neither pets nor retal go sub 6 in Crucible.
There is so much imbalance in the “unbalanced portion of SR” (the only one that matters in endgame) that Arcane Heroes are really nothing special. Tried 90+ with the Hunger stage (the 3 Logs and the new “celestial hunger” mobs)? Or the stages littered with turrets at random creating areas that aren’t passable? Invincible healer mobs? Or DoT mutators that can stack to 15k/s in 1 second? Or the good old bumrush which basically warps you 50 shards to the future in terms of difficulty?
Actually Arcane Heroes is the least of your worries. They are only dangerous in those turret stages where sometimes you have nowhere to hide. Well… yeah… in those stages they are super unbalanced.
Getting 100% global conversion to multiple damage types on a single weapon is pretty damn radical if you ask me - you’re looking at converting entire gear procs, devotion procs and flat damage sources completely everywhere.
The belt slot is a pretty good one to free up. +1 to mastery skills, damage/CC resists, further conversion options are all possible.
But more than that, you didn’t address my other examples.
Imagine Death Knights fully converting Soul Harvest on a dime and having the freedom to pick up enough skill ranks from anywhere else on gear to overcap it. Fully converted Soul Harvest at 12/12 would be 140 flat Physical and 298 flat Physical at 22/12. That’s what a Mythical Leviathan would do.
I would like to see the blueprints on a rotation with the merchants. They offer the same ones no matter the game, level or character currently and I rarely get a blueprint at all now.
It would be cool to have a way to turn off your defenses. An example is when having Flameond Blue following me, I had to remove most of my items as they were killing him.
I would very very much appreciate some pyromancer/chaos damage focused build defense to be sprinkled in among gear. That’s all I ask.
Particularly for pyromancer in general. I can’t make anything without having some gaping hole in my defenses somewhere and it’s just so unfun. Past that I’m incredibly content with the game at this point. I have 3k hours in this game since early access. This is literally the only game I own and have taken over 500 hours.
Not the scope of a hotfix, but for legit players it would be nice if we could somehow reroll for some price the bonuses on relics. Crafting a mythical relic takes like 10-15 minutes or more, and if we really want a specific bonus, well that’s a real struggle currently. Or remove relic bonuses completely, just like the component bonuses, and maybe make relics a little bit stronger. (And maybe make the crafting of them possible in 1 step, or fewer steps, if you have all the resources for all previous component requirements in your stash or something.)
Badge of masteries, conduits, blacksmith bonuses and other similar random crafting stuff, which can mostly be solved by gdstashing as well, same. I really would like to see some solution. Simply not fun parts of the game, super annoying. It is forcing the players to cheat.
One more:
Please increase TSS modifiers on Allagast. Mage Hunter took a heavy hit after the latest nerf to the set (Lightning part of the TSS please, because aether TSS is useless until you convert all the lightning damage to aether)
Change Krieg’s Wrath RR to something like -10% Aether RR. Right now it’s completely useless, it gets overlaped by the RR set bonus of Reckless Power AND people will probably get Revenant since they are going for an aether path, which also has a RR that does not stack with it.
It’s a very similar case compared to Blind Fury, which was changed a few patches ago.
Give flat RR back to blind fury though. It means phys people or bleed people can skip another flat source and are a little less restricted on their devo paths.
Wasn’t the flat RR just physical? Anyways, I just find super weird a character having 3 soucers of flat RR (let’s be honest, Revenant is awesome, plus the skelies do aether damage so), and none of them stack.
I actually don’t recall a set where the end bonuses simply don’t work together at all. And it’s not like Krieg set is this OP monster needing a nerf. One could even argue a small buff would be welcome.
Edit: in a way it feels like a noob trap, since begginers don’t know how stacking work and they will think “wow, this RR is insane”.