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The State of the Monk: Additional follower or future OP class?

state of the monk in diablo 3It’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:


Hello everyone!

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! :D

1. Current Monk Issues

Damage

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.

Durability

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.

Resource Management

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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A Guide to Diablo: IncGamers site changes – Here’s what we’ve done

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.

change view

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.

hardrock

Trophies

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.

Threads

Thread StarterThread Starter -Points: 15 -You have started 5 Threads
Topic RaiserTopic Raiser – Points: 45 -You have started 20 Threads
Town CryerTown Cryer – Points: 90 -You have started 50 Threads
ConfabulatorConfabulator – Points: 91 -You have started 80 Threads

Setting the Agenda Setting the Agenda – Points: 120 -You have started 120 Threads

Likes

Primary Source Primary Source – Points: 1 – Somebody out there liked one of your posts.

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Diablo 3 Difficulty Needs to be Increased?

Posted 24 Dec 2012 by

A couple of recent forum posts ask for an increase to Diablo 3 difficulty, and while both got Blued, the CMs didn’t add anything to the conversation. It’s a conversation worth having though, so here they are:

Can’t Invulnerable Monsters return in MP5?

I keep reading about this feature, unfortunately, I came to the game after it was removed. It sounds really interesting and cool, and I wish that, once I got better gear good enough for higher MPs , I could be able to experience it :(
Vaeflare: We don’t have any current plans for the Invulnerable affix to rear its head and return. We felt it was a frustrating affix for many players, and that it was out of line with the other affixes, which is why we removed it. In a similar way, we feel that the Reflects Damage affix isn’t quite where we want it to be, which is why we’re looking intomaking some adjustments to the mechanics of how it works, as well as fixing a related bug.

A common result of Invulnerable Minion encounters.

A common result of Invulnerable Minion encounters.

The poster means DiabloWikiInvulnerable Minions, and you should check out the wiki article which has a ton of details, screenshots, videos, Blue quotes about the issue, and more. As a reminder, this modifier was found only in Hell and Inferno before it was removed in v1.04, and it granted all of the minions of a boss (yellow name) permanent Shielding. They could not be hit or damaged or killed, but would all die the instant their boss died. The modifier forced players to kite around like mad, trying to hit the boss past his wall of Secret Service meatshields, and made tanking difficult since shielded monsters don’t yield leech or life on hit or allow crits to create procs, etc.

If it returned, Invulnerable Minions would be interesting and probably not so bad now. Players are better, characters are much stronger, and Inferno is easier than back in v1.03. Everyone has a variety of AoE attacks to hit the boss and minions at once, players would lead the minions into crowds of regular monsters to keep their procs and life leech going, etc.

And that’s just the problem with the game, according to some:

We so out gear this grindy game its not funny. You have 500K gold barbs beating MP10. I can do it for 20m gold as a wiz. Just stack defense beat game, beat any reflect, play lazy. Sad the whiners don’t realize that and game is about to get even easier with RD nerf. Anyway – I miss 1.0.2 with the whole nine yards. Real damage. Enrage. Shielding. Higher reflect. You just couldnt stack defense – enrage would get u. You just couldnt stack DPS. reflect and hits would get u. U needed balance to conquer gates of inferno.

Petition bring it back! But you get 1000% MF for being there.
Grimiku: Discussing this subject matter is fine, but I am locking this thread since we try to avoid petitions on the forums. You’re welcome to recreate the thread so long as it’s not in a petition format.

Not much from the Blue there, but I skimmed over the B.net thread to see the response, and it was mostly full of agreement. One is never sure if the B.net forums are 100% trolls or just 90%, but how do you guys feel about the difficulty? I hear a lot of complaints about D3 (and many compliments as well) but “it’s too easy” isn’t often chief amongst the gripes. It can certainly become very easy if you’re well-geared for farming runs on MP0 or MP1, but that’s kind of the point; those levels are there to let players blast through on item runs. The higher MP levels are there for a bigger challenge, and most people I’ve talked to feel that they serve that purpose pretty well.

I certainly haven’t heard anyone pining for a return to the early days of D3, before Paragon levels and Monster Power, when legendaries neither existed nor functioned, when Inferno was “doubled” and a very harsh gear check, when monsters enraged in long battles and healed completely every time you died and left the area, when multiplayer games were harder than solo since monsters got huge health boosts, etc.

That said, I’ll ask all the same… who thinks D3 is too easy now? Anyone who hasn’t played 1000+ hours, or used a Romney-sized bankroll to outfit themselves via the Auction House? And would a return of Invulnerable Minions help things?


Tagged As: | Categories: Blue Posts, Bosses, End Game, Grimiku, Inferno, Vaeflare