Devout of Gruthkul proves that GGG doesn't understand the calculus of their own game.

Opps "Devout of Gruthkul"

Take this node, then also Equip Gruthkul's pelt body armour. Basically doubling the benefits which totals out to ~600 flat life some nice %IPD and a wopping 18% regeneration. For the same (massive) downside.

Amazing right?

No actually even when doubled like this is still not worth. It's just worse than a ES trickster which also has no massive "no spells" downside.

No spells:
No Petrified blood low life
No Heralds
No Auras
No Curse (except possibly "on hit" might still be bugged and work it did at one time)
No blood rage
No guard skill
No warcry automation
No banner
No purities
No determ
No grace
No PRIDE
No flesh and stone
No blood and sand (literally no ability to change melee stance)
Did I mention no Pet blood?

Talk about giving up most of your build (Pride, flesh and Stone Banners, Heralds, Determ).

All so you can make a life build thats half of an ES trickster or three quarter sized Inquisitor with arguably a bit more passive recovery but dramatically smaller health pool.

I post this strongly worded feedback in the hopes that someone at GGG investigates whats possible with the math in their game with other archetypes so they can make better balance choices. Especially with respect to melee archtypes that always have these head scratching ultra severe downsides despite melee generally being worse/slower/less tanky/less powerful.


Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years.
Last edited by alhazred70#2994 on Feb 12, 2025, 1:43:15 AM
Last bumped on Feb 12, 2025, 1:09:40 AM

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