Now all they have to do is add modifications to Rift so they become harder/give more rewards with random affixes and that shit is perfect for end game.
Checked out some streams and no one is doing Torment 6 anymore. The race to the next OP build/combo begins!
Notice I said "balance the game around them." We're both suggesting immunity should have a tradeoff, only I'm suggesting all options should feel powerful and interesting and you're suggesting you directly punish people by making them weaker to melee or whatever.I know exactly what you said and that is why I said its a terrible idea. Sacrifice immunity ring for health globe on crit? Great you added another bull shit Legendary that breaks the game.
Haha what range characters? Most of the time you're forced into melee because kiting and CC are incredibly unreliable so "ranged builds" have to tangle with fire chains at some point, and all the strategy involving them is moot when it spawns with a combination that teleports behind you then spams you with roots/knockbacks or can close the distance and surround you in a way that can't be overcome with skill or planning. All successful D3 builds were able to largely tank the affixes and life steal was the way that was done. All successful builds in D3X will be able to tank the affixes just the same.The whole point of monster affixes is to add versatility to builds and to make people be aware of their surroundings, positioning and enemy patterns. You are up against a Fire Chain enemy as a melee (because Range characters don't care about that affix) then you need to be on your toes, have good positioning and have CC spells available to keep them from moving too much. That's strategy.
The thing is, you don't need more than one "efficient farmer" (everyone had an mf sorc or hammerdin) and "terrible" (read: interesting, rewarding, exciting) builds were one form of the end game. When you can switch your wizard at will into a quirky melee build and see it in action, that very quickly satisfies your need to try the build and is far less rewarding than building a melee sorc from the ground up and getting it to work, or putting a lot of resources into a CB ubers character. I'm not suggesting we should go back to D2 days, only that by removing that aspect D3 has to make up for it some other way.People have made viable ranged barb builds, melee wizard, WD and DH builds, there are 5 or 6 different viable monk builds right now
The thing is, they aren't as efficient at farming and that's all there is to it.
Yeah sure, your terrible builds may have been fun but there's a reason no one played them, they lacked efficiency, which is te whole point of the genre to begin with.
CC is definitely reliable in D3, its the whole basis for CM builds otherwise the build would be shit. CC at a time didn't use to be good because the duration was low against Elites. With stuff like taunting Spike Traps and Ice gauntlets that freeze enemies in place along with Black Hole, the only way you are getting killed by Fire Chain as a range is if you are massively under geared. All range characters have at least one clutch escape they can use to avoid a Vortex or a teleport until their CDs are up. With the new ninja set of DH that spawns a Caltrop as soon as an Elite teleports on you is the type of stuff that is in the game to avoid the affixes.
BUT,
They shouldnt have been able to survive it anyway. At release Inferno mobs hit like trucks. A fucking Act II wasp would -d e s t r o y- you. People didnt give it time, and now damage was nerfed and it seems won't ever return, which is sad. Id like to run a 600k+ EHP Monk through release Act 2 today, it would be a much different story. But people had no patience and called it 'broken'.
Those rings symbolized something about their intent with item design and now they're completely gone. That symbolizes something else.
It symbolize that the game is still in early beta and they are testing stuff.Originally Posted by Funchameleon
yall are right lets turn the expansion's gear into a mathematically divined and refined sea of blandness too. next up: toning all interesting affixes down into uselessness. let there be no mechanic overcome by loot in a loot game.
Those rings symbolized something about their intent with item design and now they're completely gone. That symbolizes something else.
And BTW people are still farming T6 after the patch, like that WD I posted earlier and I'm sure other people as well.
Endgame balancing is not an "all or nothing" effort. That ring symbolized a first pass at coming up with affixes for legendaries. A 2 year old could have come up with it. It should have been erased at the first design meeting, but since they were generous enough to let us in, people saw what it did. So it was crossed off that list one pass later than it should have been. That is about it.Originally Posted by Funchameleon
yall are right lets turn the expansion's gear into a mathematically divined and refined sea of blandness too. next up: toning all interesting affixes down into uselessness. let there be no mechanic overcome by loot in a loot game.
Those rings symbolized something about their intent with item design and now they're completely gone. That symbolizes something else.
*Witch Doctors have a bugged/not working as intended skill. They are right now the #1 class in the game because they can farm Torment 6 effeciently and no one else can (so far at least). This is because their Plague Toads + Piranha combo causes a shit ton of hits and a shit ton of procs that melt away even the tankiest enemies. There is probably going to be a proc coeffecient nerf there but the guy using the build says that it might be the Plague Toad Legendary that is bugged, we'll see.
*Shrines Glove left unchanged, easily the most OP/broke item in the game right now. Anyone who has the item is using it.
*Ice Climbers escaped the patch without having their immunity nerfed. This makes them the best anti Frozen/CC item in the game and BiS boots for pretty much all classes.
*Crushing Blow is still over powered however a lot of viable builds have been made around it that were shit before. Stuff like DH with Sentry, Rapid Fire and Companions is very viable now. Crusader Phalanx Commander build is the next best build because the minions have good proc rates. Some people are claiming that crit chance can apply on top of Crushing Blow for absurd damage which if true is pretty much broken as you can do damage in the billions this way.
*The Scroll bug is still in tact.
*Crusader Steed is still OP and allows you to have free CCs and near max move speed almost all the time especially with Empowered Shrine.
Its a fucking loot game. There should be a gear check every now and then. Jesus Fucking Christ. You should not be able to hit the final difficulty of the game and walk around damn near unharmed within a week of release. Thats some ridiculous shit. Cant believe some of you man....Because it was broken. At launch Inferno was bullshit gear check with zero balance whatsoever - they simply doubled/tripled/quadrupled all the monster stats and that was it.
I still remember launch of this game. Inferno was insane. I remember watching streams on twitch of people just goblin farming that one basement in inferno act 1 for better gear lolIts a fucking loot game. There should be a gear check every now and then. Jesus Fucking Christ. You should not be able to hit the final difficulty of the game and walk around damn near unharmed within a week of release. Thats some ridiculous shit. Cant believe some of you man....
If crits were applying to crushing blow then with +300% crit damage you could instantly kill any monster from any remaining health. Considering I have never seen that happen and I haven't seen anyone else claiming seeing it happen, I really doubt that crits are applying to crushing blow. I don't think these people even realize what "25% of target's current HP" means in practice. It's straight up ridiculous and how fast enemies are dying is exactly what I'd expect from such a property without crits being involved.Some people are claiming that crit chance can apply on top of Crushing Blow for absurd damage which if true is pretty much broken as you can do damage in the billions this way.
In any case Crushing Blow is just absurd right now.
Indeed. See the thing is though, people with the best loot in the game then is nothing compared to those with the best loot in the game now. Noone was rocking 600k EHP and 250+k dps back then.Originally Posted by fluffydelusions
I still remember launch of this game. Inferno was insane. I remember watching streams on twitch of people just goblin farming that one basement in inferno act 1 for better gear lol
Instead of nuking infernos damage/difficulty they should have made the itemization changes they have made since then and left it all alone. If you could take a 600k EHP 250kDPS Monk into release Inferno today, it wouldn't be nearly as hard as it seemed back then before people had time to actually farm and get the most efficient gear.
There would have been a feeling of advancement and overcoming something over time as opposed to nerfing it into oblivion because people were upset they couldn't steamroll it after a month. Not to mention alot of us cleared Inferno pre-nerf anyway. It was already starting to be overcome before the nerf.
Looks like Kripparian is going to roll a WD today. I wonder how long it takes for him to discover the bugged Toads.
I just found out that crushing blow is halved against elites. You'd need +700% crit damage to one shot them, so that would be why no one has seen it happen. So yeah, with that knowledge, I'm now more likely to believe that it's possible for crits to be stacking with crushing blow.There has been instances where a Rift boss spawned and after the first or so hit it was brought down to 25% health or Torment 6.
In any case Crushing Blow is just absurd right now.
A big problem with old Inferno was that it was so difficult that it created an imbalance in builds. When content because that hard, then the gap between a top tier build and something below it becomes exaggerated. This lessens build variety significantly. I'm all for a challenging endgame, but it's extremely hard to balance it in a way that also supports build variety. It also wasn't a very smooth progression, which is why it was hard to actually farm the gear to tackle it, so people just gravitated to using exploits to do anything. That's why the Monster Power system was a brilliant idea, if you couldn't handle a MP level, just lower it a bit and farm there until you can.
Now, let us compare this with Path of Exile, the game which, imho, has one glorious victory in this genre: amongst its 195 uniques, there are at least 50 pieces of equipment that are not only build defining, but have their DRAWBACKS which make them interesting. That is the thing that makes people go "hhhhhmmmm" - and that is where no one is actually coming close to PoE, but I wish Blizzard started going into that direction.
Fire immunity ring? Okay. Then you get double incoming poison damage. THAT is a meaningful drawback (and also, it should be that the ring does not work with the other immunity rings, for example). No cooldowns on a certain monk skill? Okay: how about you not being able to use mantras while you equip the item? Or you can have three hydras BUT you cant use Blizzard or Meteor?
Things like this is what screams for the players to really think through the implications, and that is yet to come. There are still more months to implement complex legendaries, but the current way is not THAT interesting.
Also, shrines can last for one hour for all I care when the drawback is "you cant gain Armor, Mantra, Law, Shout or similar effects", you start to think about potential builds. But only then. Right now, it is just a BiS.
Needing gear that dropped in Act 3/4 to advance past Act 2 wasn't broken at all, lol. Launch Inferno was terrible and I'm glad they nerfed it.Originally Posted by fluffydelusions
I still remember launch of this game. Inferno was insane. I remember watching streams on twitch of people just goblin farming that one basement in inferno act 1 for better gear lol
http://www.diablofans.com/news/2252-...class-changes/
Sure you can make a damn game breaking Skill gem combo with like 5 support gems but the mana requirement sky rockets.
Or in the passive skills, there are some insanely powerful skills with draw backs. For example Vaal's Pact, life leech gives you instant health recovery as opposed to over time BUT you get no healing from potions whatsoever. Potions in that game are really strong so to lose that is a big penalty but getting instant life steal allows you to take on reflect damage mobs. That is a build defining choice someone has to make.
Of course PoE isn't the paragon of balance, there is still some OP shit in that game but my point is that a lot of the OP stuff in the game have drawbacks.
Very few skills and Legendaries in D3 have drawbacks so when something is OP everyone flocks to it and its kinda brain dead. That's what the immunity rings risked having more of. If Blizzard were to keep that in as immunity rings there has to be a huge draw back.
Now there are some legendaries/skills with draw backs. There's a Legendary in the game that turns your Life Regen into an aura that damages opponents around you for a certain % multiplier... however you no longer regenerate life. Now THAT is interesting. Or that Legendary that explodes enemies for extra % weapon damage scaling off of your Life on Kill stat... but it removes life gain from that stat.
Which is not a problem for any builds: they all either use mana leech as one of the gems, completely nullifying an plus costs, or just go Blood magicIts not just in uniques, its the passive skills as well in PoE or the support gem.
Sure you can make a damn game breaking Skill gem combo with like 5 support gems but the mana requirement sky rockets.
You wont lose on the meaningful potions though, granite, resistance, speed, etc.Or in the passive skills, there are some insanely powerful skills with draw backs. For example Vaal's Pact, life leech gives you instant health recovery as opposed to over time BUT you get no healing from potions whatsoever. Potions in that game are really strong so to lose that is a big penalty but getting instant life steal allows you to take on reflect damage mobs. That is a build defining choice someone has to make.
Agreed. I hate how Grinding Gear Games hate melee in the game with a burning, deep passion. Yet ranged builds gain new broken toys every other week.Of course PoE isn't the paragon of balance, there is still some OP shit in that game but my point is that a lot of the OP stuff in the game have drawbacks.
What is the name of this item, do you know it? I would love to find it out, as for some weird reason, I have tons of los and lok, but almost zero loh... have to rely on CC purely -.-Now there are some legendaries/skills with draw backs. There's a Legendary in the game that turns your Life Regen into an aura that damages opponents around you for a certain % multiplier... however you no longer regenerate life. Now THAT is interesting. Or that Legendary that explodes enemies for extra % weapon damage scaling off of your Life on Kill stat... but it removes life gain from that stat.
I like PoE I'd play it more if I didn't get high latency and de-sync (cause by game mechanics).
Originally Posted by Raticus79
DiabloFans put up a page with all the details of the new skills and passives in RoS:
http://www.diablofans.com/news/2252-...class-changes/
Oh my god at this:
Blinding Flash with that Reflection rune is going to scale frighteningly with Cooldown reduction affixes, paragon and gems. 7.5s of the 15s cooldown the enemy will be blinded (less on elites, but still) add on shitloads of cooldown reduction and you can come scarily close to chaining them since there's no longer a spirit cost.Blinding Flash (15 second cooldown) - Spirit cost removed. Blinds for 3.5 seconds (up from 3)
- Self Reflection - Now blinds for 7.5 seconds (up from 4 seconds)
- Blinded and Confused - Enemies now have 50% chance to miss (up from 25%)
- Blinding Echo - Additional blind now lasts 3.5 seconds (up from 0.5)
- Faith in the Light - Blind duration now 3.5 seconds (up from 3). Gives 43% additional damage (up from 30%)
Honestly my groundslam marauder is probably more fun to play than my witch doctor.The thing about PoE you have all those gems and passives...but the passive builds aren't that varied..well only the small stuff. And in endgame? yeah your only using two buttons -.-
I like PoE I'd play it more if I didn't get high latency and de-sync (cause by game mechanics).
Groundslammer: ground slam, heavy strike, leap slam, warlords mark, decoy totem and enduring cry
Witch Doctor: spirit walk, soul harvest, cloud of bats
Might have to switch classes in ROS but I would rather the WD become more fun because I love the idea of the class.
What is the name of this item, do you know it? I would love to find it out, as for some weird reason, I have tons of los and lok, but almost zero loh... have to rely on CC purely -.-


There is one more like these for Life on hit but I don't remember what it is/the name of it.
The concept of these items is pretty good the problem is that even if you stack a bunch of these attributes the damage is still pitiful at Torment 6.
Death's Bargain is going straight on my DH. My build is a DOT build anyway, so that thing will stack beautifully.
There is one more like these for Life on hit but I don't remember what it is/the name of it.
The concept of these items is pretty good the problem is that even if you stack a bunch of these attributes the damage is still pitiful at Torment 6.
Yoshi if you roll a Monk in RoS and get the Clouds and Moon Legendary then please try my build that I theory crafted:Originally Posted by Yoshichan
Huge RoS booth at Dreamhack
http://www.neogaf.com/forum/showpost...ostcount=17524
Yeah it's pretty shit, that's why I said items like these are pretty useless in their current state.How much LoK and L/sec are we even talking about on a stacked character? When spammable attacks deal 6-7 figures I can't imagine those are useful. Using that 2h as a guide, assuming an average of 11k LoK across your 13 item slots you're looking at 700k damage on kill. Even ignoring the opportunity cost of stacking that much LoK it's not worth your time. Even a first pass shouldn't be this useless on paper.
The Life regen stat I believe is a primary stat which means people have to give up godlike stats like crit/all res/main stat to have Life Regen. At least the Life on Kill is a secondary stat which no one really cares for and you can easily afford to stack it because all other stats in secondary except for the Boots are pretty worthless for most classes.
Only way these stats would be useful if they crit. An attach that is 700K base critting on a regular character would do around 250%+ damage which would mean another source of damage that is hitting for millions of damage.
No one has really tested with these stats though as no one is bothering to waste mats on trying to craft slots with secondary stats. This concept definitely needs a second revision.
The problem again comes back to the fact that mob health is just so absurdly high that anything that relies on flat damage is garbage. You need percent damage to do anything in Torment 6, which means crits, crushing blow (the main stat), + element damage% and a lot of damage sources (like Whirldwind, minions, Sentries, Phalanx). When a white mob has 34 million health... who the fuck cares if you are doing 1 million damage per auto attack or 1 million damage from an enemy dying?
I'm on it as soon as I get the chance!Yoshi if you roll a Monk in RoS and get the Clouds and Moon Legendary then please try my build that I theory crafted:
http://www.neogaf.com/forum/showpost...ostcount=17524

75 imperial gems lol
Yup. Although in a way it's not totally unreasonable since unless you got realllllly unlucky with the initial craft you're probably just one Mystic re-roll away from making it great.Originally Posted by Raticus79
Whoa, I think that might be a sign that those gem drop rates are intentional after all.
Here's a review from someone who got the daibo: http://us.battle.net/d3/en/forum/topic/10715711837Yoshi if you roll a Monk in RoS and get the Clouds and Moon Legendary then please try my build that I theory crafted:
http://www.neogaf.com/forum/showpost...ostcount=17524
I guess they haven't heard of the Nirvana build yet, heh. I gave them a link to that and your requested build.
Is the Monk a viable class, though? I played one in the initial PC release, and I had a hell of a time getting my DPS up to a respectable level. I blame the auction house.Originally Posted by Raticus79
Here's a review from someone who got the daibo: http://us.battle.net/d3/en/forum/topic/10715711837
I guess they haven't heard of the Nirvana build yet, heh. I gave them a link to that and your requested build.
I leveled a Wizard up to 60 in the PS3 version, and I've got DPS out the ass. No problem whatsoever.
Its pretty obvious the build is not OP without a lot of Spirit Regen. In my build I think I had like 4 active skills dedicated to just Spirit Regen and three passives for spirit. But once you break that threshold of having enough Regen and resource cost reduction where you can use SSS without interruption that's when the build becomes really good.Originally Posted by Raticus79
Here's a review from someone who got the daibo: http://us.battle.net/d3/en/forum/topic/10715711837
I guess they haven't heard of the Nirvana build yet, heh. I gave them a link to that and your requested build.
This build is OP in a good way, not stuff like WD Plague Toads which usex bug skills/legendary.
To the guy above me, Monk is a great class both in Vanilla and RoS. They are well balanced in terms of survivability and DPS. In RoS they are more versatile with added mobility and better damage dealing spells.
It was certainly a fun class to play, but the auction house (and thus, Blizzard's tweaking of drop rates) made it tough for me to get decent gear. This was when the game launched, so people were posting auctions for way more than shit was worth.To the guy above me, Monk is a great class both in Vanilla and RoS. They are well balanced in terms of survivability and DPS. In RoS they are more versatile with added mobility and better damage dealing spells.
I've been having a lot more fun playing a Wizard, but I may give the Monk another shot after my current Inferno playthrough.
Also definitely had that happen a few times in the console version; not frequently, but in ~200 hours on that version I got probably ~5 legendaries from pots, rocks, etc.
This pretty much confirms my theory that Torment 6 was put in just as a stress test because if you can farm it then you are breaking the game. Surprised thay they haven't fixed the Plague Toads yet.
Yess they are so fucking smart this time aroundThey nerfed the Shrine Gloves from 1 hour to 10 minutes and completely disabled Crushing Blow for the time being. This is in the recent upcoming hot fix.
This pretty much confirms my theory that Torment 6 was put in just as a stress test because if you can farm it then you are breaking the game. Surprised thay they haven't fixed the Plague Toads yet.
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