@RektbyProtoss just mentioned that Ulzuin’s Wrath is a forgotten skill. What if it was buffed into a good defensive/sustain tool for Elementalists?
My 5c:
Oathkeeper - swap the -RR from Guardians of Empyrion and the -defense of Crushing Verdict. Being reliant on pseudo-pets for basic functionality is not a good design in my opinion. Essentially, it’s just a mobile aura that forces you to max out Oathkeeper line if you want to play a Warlord or any other class with Physical damage
Necromancer - add a much larger cooldown to Reap Spirit (7s+), and make it scale with Player Damage bonuses.
Shaman - buff the damage of Devouring Swarm, reduce the damage and increase the CD of Grasping Vines, and move the -RR on Devouring Swarm to Grasping Vines. Huge QoL increase.
Arcanist - move the physical RR of Absolute Zero to Inferno (under CT) and you suddenly make Arcanist much better option for Physical builds. Could go all-in and add an Aether->Physical 100% skill damage convert to Wrath of Agrivix?
Occultist - make DEE have a 100% passthrough chance in un-xmuted form. Also, I think CoF is too powerful - move the Vit and Acid -RR to Black Death (under Bloody Pox)?
Soldier - change the -RR on Break Morale to general instead of just physical. Remove RR from Terrify, add a 3m radius reduction penalty, but add a Fumble chance.
That’s about it for me - don’t play the other classes enough to comment.
But DM isn’t ‘necessary’ like the -RR aura is - I still use Oleron’s Rage on my Warlord because the massive OA boost is useful and I have capped slow resistance from other sources.
Without the -RR on Celestial Presence you could decently debate whether it’s viable capping your Oathkeeper mastery bar at 32pts. At the moment there’s no debate. Physical Warlord? 50pts in Oathkeeper or don’t bother trying.
Hello please for balancing game :
- 4 people for multiplayer to incraese boss to HP 8.000.000 to 60-75.000.000 - interesting and good .
Boss : Longhorns , Asesh Mallmouth, Korvak -please increase .
It is interesting.
But slow HP boss for Act 4 and 7 act to question and good fight him .
Example : Shattern Realms SR 75-76 have 4 single player fight to boss 75.000.00 it is good.
- Add please Veteran Elite , Veteran Absolute -that’s is high difficult, and interesting for people with team single or one .
Problem is buffing that one skill makes it super good for every other demo class too. And no one really needs a buffed-up ulzuin’s wrath except elemenralist. Maybe some item support instead of just buffing the skill itself.
Maybe buff with scaling? for 1 pointers it should stay same till 5-6/12 but after that the stats can increase lot more.
These cannot be done. Judgment, Grasping Vines and Inferno can’t have -x% resist reduction. Functionally speaking, -x% RR has to go on debuff skills that have an explicit duration to their effect (e.g. Curse of Frailty lasts between 5 and 15 seconds). Grasping Vines is not designed as a debuff skill internally whereas Devouring Swarm is.
If you look over every skill with -x% RR or even ones that only get it through skill modifiers (like Storm Box of Elgoloth), you’ll see the same pattern.
IMO, the best change to Absolute Zero (from OFF) would be to make it work litterally as listed, ei : the slow, FB and -%physical RR apllied to OFF AND 5 secs after the freeze effect wears off.
So any physical based Arcanist + XYZ dual class can benefit from a good source of physical RR, without much investment.
The problem here - OFF works ONLY with Mageslayer set combined with Aeon Hourglass proc.
And in such gameplay, there’s no difference what damage source you use. One can even try bare fists, should pass any SR bossroom without Moosilauke.
Thus why should Absolute Zero be reworked as I listed, to add a reliable source of -physical% RR without it being based off OFF’s freeze mecanic.
This would only buff physical builds, but still add some power to them.
Can we get DW lightning style with movement speed increase on primal strike so that can be act as shadow strike, i love to have fast action melee lightning style
I updated (though sloppily) and took a few of my old builds for a spin and read some gts of top builds this patch and can say this:
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Vitality should be nerfed. Just about all vit mastery combos are top tier. But also, and especially, the accessibility of vitality’s perks to other dmg types should be limited. Looking at Scales mostly but also Wendigo and Bat. Not necessarily nerfing them but maybe limiting conversions. GD 2020 = convert from vit or be vit.
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Passive dmg should be nerfed. Many builds are like anything you press is just a filler while pseudo pets and procs do half the lifting.
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CoF-like granted skill on battlemage gear. Stackable phys rr. Just give it to them. Make them stop crying. Or solid cdr plus -x% phys rr mods to Null as it’s the only battlemage skill that can carry it afaik.
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buff infiltrator and don’t ask why
I think the only solution would be to create sort of buffs to skills that is exclusive to some class combinations and not usable by all class combinations that share the class of the skill.
My Idea is, that there should be a third tab besides the two for the individual classes. This should consist of few (maybe 4) but meaningful skill modifiers to existing Skills. Example:
Witchblade:
Curse of Chaos ( curse of fraility adds -20% chaos rr)
Blade of Chaos (blade arc dmg is converted to chaos, 50 chaos dmg)
Other stuff
The important thing is, that Deceiver will not get Curse of Chaos although it shares the Chaos Class but it will get Blade of Chaos.
This would also help to make certain playstyles available much sooner since the conversions are availabe at level 10 and not only at endgame.
You know that means every monster will get atleast extra %10 vitality resist right? And melee vitality is not that OP, the problem are the casters…
Though I agree with you, it will limit the diversity.
You can use lightning shadow strike conduit. Though I would really like the change the Alladrah’s Blade savagery modifier(Which is useless we tried) to fire Primal Strike one, another one-hand that activates PS would be cool, and even hotter!
@ya1 makes some really good points here and @RektbyProtoss post was spot on
I find myself trying to convert vit to something else very often in order to maintain sustain because it’s just that good. Doesn’t mean I want it to change…but I also have no good solutions.
The second point ya makes is also true. This is more obvious when you look at auramancer types where you are being carried by procs/devotions and not the auras. Once again though I don’t have any valid solutions other then to see PoE Righteous Fire type builds making it into GD with Crates spin. That would be pretty awesome.
The more I read this thread, the more it seems the problems are skills with class combos taking the back seat. Just my opinion.
I really feel Crate should have cc affect bosses in some way as opposed to not at all. I don’t mean incapacitated, but Attack slowed or reduced damage…have rr from cc skills balanced as such (so reduced). Like I really wanna use Flash freeze without gimmicks and have it be valued…This goes for all other cc effects. Just more versatile beyond trash which melts anyways, so it’s good for new players and those of us who intend to play this game till the end of time, like me
Blade trap is another one. I so would love to use this…I want to use RoH and RoK but the delay to arm is a killer for me. It would be cool to make Blade trap rune like but immediate arming or make it apply to a target and explode, turning the mob into a roving bomb while maintaining some sort of useful cc.
Devouring swarm: wish it was a cone or spread like pox
And many others that everyone has pointed out before me (which also includes similar suggestions to change the skills I mentioned)
i also like most of ya1’s ideas,
for the first point i also think vitality is somehow overpowered. But i do not know how to change it without interfering with some class combinations.
for the 2. Part i think passive procs can be changed, but i disagree with changing pseudo pets. As fordprefect mentioned i also think it will limit the diversity of builds.
Another point which i noticed while playing is that for example reaper class suffers physical resist. Of course it has a lot of adcth but i think this class needs somehing to be better than it is right now.
I’m not quite sure how to structure a response to this, so maybe I’ll just start and see what happens.
First, when I think of the signature of Vitality damage, I think of the thematic marriage between Vit damage and ADCTH. So when I see
I get really nervous because I immediately start thinking of the potential for collateral damage to builds that convert Vit to get ADCTH. I also read
as a suggestion that non-Vit builds converting Vit should have less access to ADCTH via Vit, and perhaps I’m really overreading things here, but to that I would respond “and replace the sustain/tankiness with what exactly?”
I really wonder, especially with respect to devotions, if a converted Vit meta is simply the cost of that thematic marriage between Vit and ADCTH. If Vit is going to have an outsized share of ADCTH and ADCTH is going to continue to be the best and (sometimes only) consistent source of sustain, then isn’t the current draw to convert VIt damage for this purpose the state of affairs that non-Vit builds have to live with? As powerful as the Vit devotions are, isn’t a large chunk of their appeal derived from the lack of competing/compelling alternatives (i.e. the current price of that thematic marriage)?
IDK, maybe this is just a freak-out “don’t touch my Vit+ADCTH tankiness” post, and I’m sure I’m overassigning meaning to @ya1’s words, but I figured I’d put it out there anyway. I think the TLDR important part of what I’m trying to say is the sentiment that any rebalancing of Vit should be done with extra care.
Btw, playing vitality DW melee fervor via direct gear support was easily the worst experience I’ve ever had. It’s just horrible, despite having huge WD and good stats.
https://www.grimtools.com/calc/62a8EQmN
Vitality overperforms on several sets and items overdosed with stats. If you look at sheer value things like Blightlord or Blood Knight or Dark One or Wildblood or Nightbringer provide, omit the dmg type, there is simply not a lot of competition.
Then when you try to make smth custom happen, like the author above did, no OP skill such as RE or OP class such as Oppressor is able to carry the build. I’ve made a similar build. with even more WD, and it was still pathetic compared to full Blood Knight with lower WD, lowed RF tooltip and lower % dmg.
In short words, “nerf vitality” is a bad idea.
I agree with vit sources being the strongest for sustain (and conversion required to access to them). But i get a feeling it was intended. I’d rather see other sources of sustain introduced or buffed. Because Wendigo, Bat and Scales nerfs will bring back “Ghoul into every build” which doesn’t sound like a lot of fun.
Bug fucking no
The game has become harder, converted leech procs are musthave now. For example, my venomblade works properly only with 14% ADCtH + fully converted Scales proc; Trozan druid is barely playable without green belt + Bat.