Barb changes:
http://us.battle.net/d3/en/blog/6923...rian-8_15_2012
Barb changes:
http://us.battle.net/d3/en/blog/6923...rian-8_15_2012
wiz update
http://us.battle.net/d3/en/blog/6939564/
all good stuff as well. i'll probably enjoy the buffs to competing Magic Missile variants. I like Split a lot
Damnit, they showed barb a ton of stuff and almost only talked about hydra for wizard!![]()
I really hope with DH they change a few things around to not make it AS squishy. I mean SmokeScreen was completely broken, but the Nether Tentacles nerf wasn't as necessary. If they nerf Ball Lightning, I will be mega pissed. It doesn't sound like they're nerfing that much, so hopefully DH will get some decent buffs as it is my main and I can get back to enjoying it.
I really also want to see ho they are going to change MF around.
ball lightning's not that great so there shouldn't be a nerf coming. my expectation is that they buff the underused stuff like the crappy companions, strafe, multishot, bola shot, grenades, rain of vengeance, and about half the passives.
among other things
Only buffs I really care about is WD, the wizard buff's look boring, they completely missed why frenzy was so popular(it goes hand in hand with LoH) I am going to hold judgement on legendary proc's until we see just how powerful they are. I hope 1.04 isn't just some bandaid trying to hold a chainsaw wound instead of stitches.
The changes sound good on paper, lets not forget, 1.03 sounded great on paper to.
i think 1.04 will be a nice bandaid, albeit a bandaid on a body missing a limb. it's gonna take people all of one or two weeks to realize that you're still just farming for items to help you farm for items faster.
WW/CM build getting nerfed is lame. Glad I started tinkering with other builds. Fast mobs are the bane of kiting builds. Still working on WW/CM/Archon build.
Monk changes are nice! I'm already exploding palm farming, and now I'll be blowing shit up even easier! SSS and other spenders getting buffed is also cool, and OWE not getting nerfed was smart.
you damn lazy dim
here's link
http://us.battle.net/d3/en/blog/6939559/
i've never played monk so i have no idea what any of this stuff means lol
Monk buff looks awesome. I'm glad they've taken note of the OWE issue for Monks. It's too bad they didn't figure out a solution to it for this patch.
http://us.battle.net/d3/en/blog/6923...rian-8_15_2012It’s easy to see why Frenzy is the most popular Fury Generator right now. It generates a solid amount of Fury, it has the highest single-target damage of any Fury generator, and it has the highest single-target healing using Life on Hit. The bonus attack speed also provides good combat mobility as well as the option to focus all your damage on a single target or distribute it between multiple targets as needed. We're going to buff Bash and Cleave to be viable alternatives to Frenzy for people who would like to try a different play style.
Are you just talking out your ass or did you not read it? They are fully aware of this.
Not a bad idea but I think that doesn't fix the problem in general.
The problem with D3 stats vs D2 stats is there are no caps and each point from an EHP perspective is just as good as the last. In D2 there were points where going the extra mile was NOT worth it and when you got to X amount of a stat it became too much of a sacrifice to hit the next useful point vs just stacking other stats. Look at resists in D2, they stopped at 75 which was quite easy to get with a HoZ(70+ all resist) a hoto(30-40 all resist) the 3 quests(10 each x3). Just 2 items and quest rewards you had 40-50 all resist in hell which made getting the last bit a joke in combination with how many pieces you had. That and there were actual breakpoints that gave step increases rather than linear increases. FCR/IAS/FHR/FBR all had breakpoints and didn't give exactly what they said. Having 100% attack speed didn't double your attack speed it gave you like -6 frames out of 20 so only about a 30% increase but it was noticeable for every breakpoint you hit. The scaling was also exponential so to hit the breakpoint after it meant you needed to stack a lot more of that stat. The thing was if you didn't hit the breakpoint then any increase didn't affect your character so it made you not want to go for it unless you hit that mark so it gave you incentive to go in other directions.
When you have a stat that scales at all levels its always going to be stack X until you can't then stack Y then Z in that order and make every item in the game the best because it has the most rather then diverse stats or a unique combination of stats.
Thats why its a joke when Blizzard talks about "Build diversity" as long as resists don't eventually cap and damage ends up based around that new cap we'll never see true build diversity no matter how they buff damage. We're forced to gear a certain way, we're forced to have x LoH, X resists, its just a gigantic mess.
Bandaid for a chainsaw wound ftl.