Regular readers will have noticed quite a few changes on Diablo: IncGamers since the launch of Reaper of Souls which was the motivation for us to make some of the changes we had been thinking about for a while.
When RoS launched we pushed the first stage of front page layout changes live. We know everyone likes to read their content in different ways so the site was changed to a similar layout to the main IncGamers site. Of course not every one will love that format so in the past week we set to work on the second phase which was giving you the option to read the content in the old format if you so desired.
In case you hadn’t spotted it, there are a couple of buttons above the news that allow you to switch to your preferred format.
Probably the toughest job we had to undertake was the forums. We have used the same forum system for around a decade and there were millions of posts to port over. It was important to us to make sure that threads from the old forum were not lost, we’d have hell to pay from you guys if they went missing Remember the great forum crash of 2003? That was not pretty.
So why the change? There were numerous reasons, the next version of the same forum was bloated with features that were useless to the community here. Spammers were also a consideration and the previous software was starting to struggle with the rise in spammers over the last couple of years. We needed a system that could pro- actively catch them and then make life easier for IncGamers moderators to deal with anything that managed to slip through.
The end results once we switched were good. The forums are now easier to use, faster and more robust. It’s taken some time to iron out issues with posts moved over from the old system but I would say we are 95% there with most things now. The forum is now easier to use and has more features to track new content additions.
One of the main issues we had during the change was with your logins. We have a custom login system that ties your forum account to the main site. When we moved forums that obviously broke down and had to be recreated. One of the issues we came up against was the inability for guests to post in the news and members who were logged in seeing a captcha. This was not acceptable so it took a few days for me to sort out but thankfully it now all works.
Regarding commenting on news, originally we had the news post into the community forum but as things move quite quickly here as far as content is concerned, we thought it best to create a separate forum for the news discussions. This reorganisation prevents any community forum discussion being lost in a pile of news. Your discussions are important after all.
Regarding accounts. Some of you have been registered here for over a decade and we have been helping members who have had login issues since the switch because they no longer have access to the email they originally registered with. If there are any of you still caught in that trap then we can sort it for you. Send an email here and we will deal with it.
With the new forums came new features, and something we’ve wanted to do for some time is highlight pro-active members and also award trophies for actions by the community. Elly sat down over a few days to come up with the points and reward system. You may have spotted the icons on threads but so you know how it works I have posted all of the trophies below for reference.
There are still a few things to do but the core updates are now in place. Your feedback on anything we do is much appreciated and a special thanks to the PALS who have helped make all the changes possible with their contributions.
Thread Starter -Points: 15 -You have started 5 Threads
Topic Raiser – Points: 45 -You have started 20 Threads
Town Cryer – Points: 90 -You have started 50 Threads
Confabulator – Points: 91 -You have started 80 Threads
Primary Source – Points: 1 – Somebody out there liked one of your posts.
It’s no surprise that the Monk class has been in need of some love pre 2.1. However with the second iteration of the patch on the PTR that need has not yet been abided. People are still clamoring for more sweeping changes(pun intended).
I was a heavy Monk user pre ROS and took a break with the xpac to delve into my first love(WD) and my new fling(crusader). I returned to the Monk only a few weeks ago and what I found was a shell of what I had left. After suffering for a long time as a WD it was nice when they finally rose to prominence. After a while on the top I wanted a new challenge and set my sights back on my monk, however even this challenge seems to daunting then all that time as a struggling WD. Diablo Forum MVP Druin put together an eloquent look at the myriad issues facing the class:
I am back from vacation and I am looking to write up a concise review of where we stand in 2.1.
My plan is to give a quick overview of our major issues then discuss the 2.1 changes and how they affect the various facets of our class.
I will be using this thread to fine-tune what we want to communicate to the devs and then I will make a major “state of monks in 2.1″ thread on the PTR forums to attempt to get some help for our lovely class!
1. Current Monk Issues
This is really at the forefront of the monk issues.
Since the release of RoS, monks have been having a tough time with DPS. We have a very limited range of options mostly centering around the skill Exploding Palm. (Un)fortunately EP is being changed as it breaks greater rifts (along with Rimeheart and Furnace) so our only source of widely competitive damage is going away. This leaves monks in a pretty bad spot.
Our spenders do very little damage (I mean VERY little) relative to their cost and our generators are used more as proc-vehicles for Odyn Son, Thunderfury, Shard of Hate and Rime/Furnace more than as sources of damage themselves. This leaves us with our 6pc Raiment of 1000 Storms which makes DS proc a 3000% weapon damage attack on cast. 3000% damage is a lot and it scales with lightning damage gear but DS has a flat-immutable 6 second cooldown. This can be mitigated to some extent by using Jawbreaker to give “free” dashing strike charges but that interaction is quite clunky.
Basically, monks will be forced into a clunky, hard-to-use situationally terrible Storm-breaker set in order to compete with other classes in damage. If they don’t want to use this mechanic, they will do very poor damage.
Next on the list is our ability to survive. This is a more controversial topic with some finding survival to be quite easy and many others finding it to be quite hard. In 2.1 with the change from dex giving dodge to dex giving armor and the change from OWE to Harmony, many monks who had minor synergy with OWE will see a minor tankiness boost. (my Raiment set for example)
On the other hand, monk who are deeply invested into OWE will see a major tankiness loss. (my Shatter-palm set). In either case, both types of monks probably have a lot of trouble living in T6 without 2x Unity or the constant dashing from Storm-breaker. Why is this? Because monks have to face-tank so much stuff.
Our primary source of resource generation comes from skills that require you to be up-close and personal with mobs which means a lot of damage can’t be avoided. To compensate for this, end-game monks are forced to take defensive passives (Harmony) defensive skills (Epiphany-shroud / Serenity / Inner Sanc / Blinding Flash) and CDR in basically every single spec. This is extremely limiting to the monk playstyle though arguably less of a problem than the DPS as the defensive skill/CDR solution does exist.
Additionally, sustain is nearly non-existent. LoH requires primary affixes which takes away from our already terrible DPS, LPS is the same, LPSS both takes primary affixes AND is extremely poor and Globes took a pretty big hit in 2.1. Monks actually have access to healing skills but, for some reason, they are tuned to be SO weak that they are essentially non-existent.
This is a more fundamental problem than the other two issues. Mere number tweaks would likely not result in this issue being resolved.
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Vote: Diablo 3 DPS Meter, Essential Addition or the Worst Thing Ever?Posted 18 Apr 2014 by
We’ve seen a lot of requests for a Diablo 3 DPS meter, and Blizzard has turned them all down. There are two more long Blue posts about the issue today, and it’s interesting since the Blues offer the same argument against players with very different points of view. One wants the DPS and Toughness meters removed entirely, while the other wants a much more detailed and accurate DPS meter. (Or perhaps they both want the same thing, and are just offering arguments for it from both sides of the coin.)
Reading through the topic “350k dps WD got kicked out of party“, I see a lot of people are still in “D3 vanilla” state. Unfortunately, this is no longer the case. Sheet damage doesn’t mean jack-!@#$ anymore. There are a lot of offensive stats which aren’t factored into sheet damage: pet damage, elemental damage, elite damage, skill damage, CDR, resource cost reduction, area damage, etc. I know this has been a known issue, but seeing people still giving WD “700k dps should be minimum for T3″ or similar things, I just lol.
Toughness is somewhat a less broken measurement but it needs fix as well.
TL;DR: Either remake sheet damage or remove it. What’s the point of a measurement if it gives you wrong information?
Nevalistis: The DPS, Toughness, and Healing stats are all meant to be general, quick evaluations of your character’s power. While you will have a better grasp of exactly what your character is capable of by more closely analyzing your individual stats, these overviews are there to provide this information at a short glance. Similar to the green or red Damage/Toughness/Healing estimations that show up when evaluating a new piece of gear, scrutinizing the details will give you the information needed to make those more precise gearing decisions.
For players that wish to focus a little less on min-maxing, though, those stats are there to provide a sort of surface check. We’re certainly open to feedback on how we can improve on these stats, and as indicated in our Patch Notes, we are keeping an eye on the stats that weigh into this to make sure they’re properly indicative of the amount of benefit they provide.
Bear in mind that some stats are much more tricky to incorporate into this kind of system, with bonus damage versus Elites and bonus Skill damage being good examples. Stats with an orange diamond adjacent to them are not calculated into DPS, Toughness, or Healing, and should be independently considered from these overviews as a result.
It turns out the 350k DPS WD in question isn’t a good poster child for this debate, since he’s actually in very mediocre gear (for T3), and is not kitted out in some super-optimized legendaries and +elemental damage kit that would display poorly on the sheet DPS while kicking ass in action.
This case study aside, that is a real issue with the game today, with so many items capable of adding damage via +elemental, or +skill, or legendary procs, none of which are factored into the “sheet DPS” score. And while it can occasionally be an issue in multiplayer games, it’s more of an issue with players not being able to tell what their actual damage is. I’ve seen many clan chat threads running on issues like, is it worth it to give up some Critical hit Chance to gain more +elemental damage, even if only 1 of their main attack skills is of that element?
Over in the EU forums there’s a more traditional request, which gets the usual Blue denial. The OP is from a player who really wants the DPS meter, and most of the replies seem to agree, but when the Blue appears he quotes one of the few anti-arguments, and builds upon it.
PLZ BLIZZARD. would make trying new builds so much more fun. We could actualy know exactly how much dmg we would be doing with different items, builds etc.
A build’s worth isnt just defined by its DPS potential, but also by its defenses and utilities
Ulvareth: Well said! We know that a DPS meter is a fairly frequent request and you can be sure that we’ve talked about it. Ultimately though, we feel that a DPS meter would put too much focus on one single aspect of the game and we currently don’t have any plans to implement one.
Let me explain why we feel this way: DPS is certainly important, but Diablo is a combination of activities. Healing and Toughness are are important, too, and your movement and positioning, your ability to aim with certain abilities and using them at the right moment also play an important role in “determining” how “well” you’re doing. DPS alone shouldn’t be the only number that matters when you play.
You’re not competing with anyone but yourself so that DPS number is completely irrelevant to your own experiences.
Actually, we believe the frequent call for such a feature is indicative of a desire for a way to measure your progress and compare with others.
One feature that we’re working on and that is planned for our first major content patch are Tiered Rifts, and our intention is to add Leader Boards which will allow you to track your progress. That way, you’ll be able to see how quickly you can clear these special rifts which in turn should allow you to assess your efficiency and compare with the community at large.
We don’t have details to share at the moment, but we’ll have more information on Tiered Rifts (and Seasons) in the future – stay tuned!
So what do you guys think? I thought the DPS display was fine for Diablo 3, but now in Reaper of Souls with so many more ways to boost damage and gear that aren’t just CC/CD/IAS/Mainstat, having a sheet DPS number that doesn’t include anything else is lame. Lame to the point of being misleading, I think. Sheet DPS is fine for early gearing up, but it becomes less and less useful with better and more specialized items, and while I’m fine with the other stuff not being included in the sheet DPS — after all, the game can’t know in advance how much you’re going to use the one of your skills that’s boosted 20% to Fire Damage — it seems pretty dumb that the won’t give us some kind of damage tracker that would record your actual damage dealt.
Why not a feature that added up the total damage you dealt over the last 5 or 10 seconds of combat? The number would fluctuate depending on which of your skills you’d been using, which buffs were active, if you were going full out emptying your resource or maintaining a steady pace, it would skew high if you had a lot of AoE against a large group, or low when you faced a single target, etc… but so what? The number would even out over time and you’d have more data to evaluate your character with. I’d love such a number to help me plan my play style and skills and build, and yes, it would function as something of a skill-rating, showing how much damage a character actually dealt, rather than just the misleading and incomplete sheet DPS number we have today. For privacy issues, Bliz could even include an share/hide option, so you could let others see it, just let friends or clan members see it, or no one else at all.
Perfect solution. Everyone wins! Right?