Big Changes Coming to Reflects DamagePosted 11 December 2012 by Flux
The Boss Modifier Reflects Damage is by far the most dangerous thing in the entire game, to a well-equipped character. As DPS goes up higher and faster than EHP, the damage coming back, especially when dealt to a large number of RD enemies at once (such as a boss pack), can be devastating. Players are full of complaints and suggested fixes for to how RD works, and one fan offered a bunch of them. A CM replied not point by point, but by admitting the devs agree that RD is OP and that it will be substantially reworked in some future patch.
1.) Allow dexterity a chance to dodge ticks of reflect damage.
2.) Give all classes the “30% damage reduction” that melee’s have to use against reflects damage
3.) Allow life steal to roll on something other than weapons.
4.) Cap reflects damage to do as much as standing in an arcane beam (Do you think it should hit harder than arcane beams?)
5.) Cap reflects damage to only come from 1 source or allow it to only be on 1 mob in the group at a time and not every mob in the group.
6.) Make reflects damage toggle on after a couple seconds of engaging a player.
7.) Cap the range of reflects damage so It won’t hit you if you’re 30 yards away.
8.) Cap reflects damage to do no more than XX% of the players health per second.
9.) Make reflects damage unable to hurt when the player is below 10% health and unable to do lethal damage.
10.) Make critical hits reflect the same amount of damage as a normal hit.
11.) Turn the damage reflected into a ball of energy that appears over the mobs head for 1 second (spirit bomb?!) then fires at the player allowing the player a chance to react and skill dodge
Lylirra: Two quick things:
1) We’re looking to redesign how the Reflects Damage affix works, as well as make it so that pet damage will no longer reflect back on the player. I went into a bit more detail here. (I believe the buff while active will have some sort of visual indicator, too.)
2) After seeing a number of posts from players about RD dealing what they felt to be TOO much damage (especially from minions), we did some additional testing and discovered that Rare minions with the affix were in fact doing more damage than intended. This is an issue we’re looking to address in an upcoming patch.
I’m not sure if these points would change your opinions at all on the subject, but I felt the information was worth pointing out.
Please don’t take offense to this CM, but why was this stuff not tested? Why has it taken this long after release for the devs to acknowledge problems or unbalances like this?
Lylirra: Which stuff specifically? The dynamics for RD really only changed with 1.0.5 (for the reasons I talked about in the post I linked + the reduction to defensive bonuses), and I believe the bug is pretty new as well.
Lylirra, when you said “pets”, does this include the Demon Hunter’s Sentries and Wizard’s Hydra?
Lylirra: It does.
I personally have no problem with the way it is now but if it had been tested it could have been polished a bit better then it is now.
Lylirra: We were honestly pretty happy with the way RD functioned prior to 1.0.5, and thought it was in a good place in terms of balance. That changed, of course, whenever we implemented Monster Power and reduced defensive bonuses in 1.0.5. After reviewing player feedback post-patch and reexamining the affix as a whole, we decided that it could use some improvements. Overall, we think the affix will be much more manageable (if not potentially more enjoyable) as a result. That doesn’t mean our earlier opinion was wrong, though, it just existed under a different set of conditions.
I am 100% in agreement that it needs an obvious visual as a tip off, but I hope they don’t nerf RD entirely. If it’s just another boss modifier that’s irrelevant to anyone with decent life steal, then what’s the point?
I do agree that it’s too much damage now and too sudden; I don’t mind having to alter my play a bit to deal with the mod — that’s the whole point in having boss mods — but the lack of warning and the way it counts up from the boss and minions all at once is too punishing. I’d suggest just capping at 2 or 3 the total number of targets procing their RD at once, so that big AoE attacks aren’t instantly fatal to the attacker. My Demon Hunter can go from 100% healthy to 100% dead in just two Multishot blasts if I get the boss and several minions with the attack, and that’s pretty harsh without any visual warning other than what you might see while trying to scan the boss properties tooltip mid-battle.
How do you guys feel about Reflects Damage, and Blizzard’s plans for changes? Do you want RD nerfed or are you low budget and amused that there’s still *something* in the game that can give the really rich players a moment of inconvenience?