0
Talking balance pre-release is pretty silly but I'm bored and enjoy thinking about this stuff so...
Based on beta footage, balancing changes I'd like to see:
DH:
-Bola gain 1-2 yards in radius to base skill
-Impale should do over 300% and maybe get a chance to knockback (at 250% it's a single target skill doing as much as some AoE skills)
-Entangling Shot start at 3 enemies instead of 2
Barb:
-almost everyone picks Cleave over Bash. Need to add a bit +dmg to Bash and remove some from Cleave
-lower Hammer 1-2 yards in radius to base skill
Wiz:
-Shock Pulse - can we make this 4 or 5 bolts instead?
-Arcane Orb...yeesh this is overpowered...but just +5 cost means only two casts per bulb. Is that enough?
-Diamond Skin - I hate the tiny, tiny duration on all these defensive skills. Can we get 6-8 secs instead?
-Ray of Frost doesn't know what it wants to be. I suggest mainly making it a cold debuff. Lower the dmg down to %150 but double the slow effect and duration.
Monk:
-Fists of Thunder's 1st rune needs a major dmg boost. Double that to make it matter.
-While we're on runes - any of the "+dodge for 2-3 secs" runes are so boring!! Replace please!
-Haven't seen Ex. Palm in action but 30% for the final pop seems very low, no?
-Has anyone found a good use for Tempest Rush? I don't really get what the point is besides looking cool so...
WD:
-Spiders are really damn weak. The spiders need to last a couple seconds longer and do at least 10% more dmg.
-A bit more range on Toads before they pop, please?
-Hex is weird. Dunno how to fix it but....it's so weird.
Any other thoughts/suggestions/criticisms welcome!
Bookmarks