Delve Balance Changes
RIP, Cluster Trap now useless.. :'(
EA IGN: Man_Screams_At_Skeleton
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Uhmmm no ele hit fire conversion nerf?
Why? Given that you're introducing the endless dungeon mechanic you really have to trim down the god tier skills otherwise you'd have even more extremely stiff meta. |
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" In the previous announcement Detonate Mines was discussed as one of the skills becoming instant. Is this no longer the case? |
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" there is no block nerf, block got buffed. " its not really going to effect builds in this fashion. There are very, very few monsters who have block, and Im not aware of any monsters who have spell block, dodge or spell dodge. So the fact you can spell block secondardy damage caused by a spell when using inpulsas, that would only matter in a team pvp situation because thats the only time youd be triggering explosions that might hit an enemy who has spell block right? The change is only really a buff to our defences, its so that WE can block or spell block secondary damage. Its a buff to block and since virtually no monsters actually use these defences its simply a buff to us when we use them. " youre not forced into picking more nodes. The ways you were getting spell block before these changes still exist so you can just keep using them to get your spell block and ignore the nodes. Theyre just an option you can replace your previous sources of spell block with if you want to. " it remains unchanged right? I dont think any of these changes effect it at all. |
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" I saw a nice buff to berserker in there: " Of course we don't know how annoying it will be to path to instant warcries, but if it isn't very many points invested, instant warcries would be so nice for berserker. Don't go the rage path, that mechanic is garbage. Just get 40% more damage, warcry heal, leech, savage hit leech. |
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Why are you guys nerfing Vaal Earthquake builds... it was so hard to make them work in the first place now u most likely killed them... focking hell mate
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" I just wanted to see Rage mechanic removed and replaced with something interesting. Well, devs can keep it, but really tweak some degen numbers. dead game
bring back 3.13 |
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" It seems pretty clear that they don't want any perma-vaal build to work. |
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" +1 for this. And it should deal damage according to your shield(like SST) not the weapon. Two-handed - Mop
Dual Wield - Slippers One-handed & Shield (close combat) - Brush & Basin One-handed & Shield (ranged) - Hair Dryer & Mirror Main-hand & Off-hand (evil witch) - Sponge & Soap |
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Trap Throw Time, Multitrap, Cluster Trap, Minefield
I think nerfing Multiple Traps and Minefield is a mistake. The real abuse case with Traps right now is Arc, and Arc is just *so* much better with Cluster Traps than Multiple Traps it's not even funny. Out of any skill you could conceivably want to Trap, Arc has the strongest preference for Cluster Trap over Multiple Traps (although Demolitionist likely makes this distinction moot, but that's fine because that makes Demolitionist special). Instant Skills This is actually the coolest shit. I am pretty much 100% incorporating Phase Run into my next build with this change. Spell Block This is also really great. This should also increase the value of the Spell Block nodes in the Witch area since getting a few small % of Spell Block kinda doesn't matter. If you had a shield and a significant amount of Conversion, Rumi's gets you close enough to capping both that what you're actually looking for would be a Reckless Defense or something. Movement Skills Shield Charge Flame Dash and Lightning Warp I don't have much of an opinion on this, I never liked moving with movement skills. Gimmie them Quicksilvers of Adrenaline. Sunder Melee really doesn't need nerfs, especially not to leveling. What do you want us to use, Cleave and Ground Slam? Kinetic Blast I think the change will actually make the skill clear more reliably, where now there's sometimes that one random zombie that somehow gets missed by all the crap flying all over the screen. Definitely a nerf to it's single-target potential, though. You're going to need a secondary skill in order to make this skill work single-target. Vaal Soul Gain Prevention Time Swift Affliction on Vaal Burning Arrow is even better, now. Vaal Righteous Fire Earthquake and Vaal Earthquake These things make sense. Physical Projectile Attack Damage Support IMO Poison and Chaos Damage Over Time was lacking a little bit of support compared to other methods of dealing damage over time, so making PPADS work for it seems like a good idea. Passive Tree Changes The Guardian Ascendancy You have my attention. The Pathfinder Ascendancy Bow Passives Now Affect Skill Damage Over Time Not so much for this. Now, all that said, where are the major balance change manifesto notes for those Elemental Hit nerfs? Last edited by XCodesLIVE#7013 on Aug 28, 2018, 9:26:56 AM
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