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Patch 1.0.4 Preview: Wizard
While patch 1.0.4 has very few nerfs, one of them does affect the wizard. Rather than waiting for players to discover this change in the patch notes or while playing, I wanted to call it out here because it affects a build that I find to be quite cool and enjoy a lot.
Energy Twister is having its proc coefficient reduced from 0.25 to 0.125. For players who may not know what proc coefficients are: they affect how effectively a skill triggers procs (or effects that have a small chance to activate). Many skills (like Magic Missile) have a proc coefficient of 1. Skills that hit multiple targets or pulse multiple times have lower proc coefficients.
In the case of Energy Twister, specifically Wicked Wind, the 0.25 proc coefficient causes the skill to generate more procs in a given time period than any other skill. Currently, this is used in combination with Critical Mass to lower the cooldown on skills like Frost Nova and Diamond Skin. By reducing the proc coefficient from 0.25 to 0.125, the build still works and remains fairly strong, but it won’t be quite as good as it is now. (For those with extremely high Crit rates, you may not even notice much difference, but I wanted to call it out anyway. )
Originally, we weren’t going to make this change, but 1.0.4 also brings with it a number of new Legendary items, and many of them have phenomenal new proc effects. If we left high proc coefficients as they were, then a handful of skills with higher coefficients would become the de facto choice to use with these sexy new items. We were faced with a choice: we could either reduce the proc coefficient, or we could make it so these skills could not trigger the procs on Legendary items at all. We opted for the former because it seemed like getting a Legendary with a proc effect but never seeing it trigger would be very disappointing. Regardless, having well-balanced proc coefficients on all skills is not only better for Legendaries, but also for the game in the long term.
Looks like the cookie cutter CM build will be hit fairly hard, though like W.C. says it may remain feasible with higher critical hit chance and arcane power. Or with the Meteor buff and possibly a Spectral Blades buff, perhaps there will be a mass exodus to Deep Cuts + Star Pact or some other undiscovered build. Or who knows, legendaries might close the gap for the cc CM build in some way.
Nothing else in this post looks revolutionary. Like with the Barbs, I wish I were seeing information about more 'meaty' buffs - buffs to more than just raw damage of skills.
Last edited by Flux; 16-08-2012 at 13:04. Reason: formatting
Okay here's what I don't get: They specifically said they aren't going to nerf the proc coefficient on Run Like The Wind, which is the barb equivalent of wicked wind, and every bit as powerful. How does that make sense? Crit mass build is good and all, but it isn't any better than ww/sprint build.
To be honest, I was surprised they didn't nerf run like the wind, which makes me even more surprised they are nerfing wicked wind. It's really is if the guy working on the barb changes is dumber than the one working on the wizard. Honestly, I just don't get how they're going to balance the game without nerfing some very extreme skills and passives such as sprint run like the wind, energy twister wicked wind, one with everything, warcry impunity, and maybe a few more. You just can't buff everything to compete with those because you'll need to make extreme changes to skills/passives for them to compete with those absurd skills/passives.
Short version: It doesn't make sense. They'll have to change their mind about either sprint or energy twister. They can't nerf the 2nd most overpowered build in the game while keeping the #1 build untouched.
As a side note, this isn't me being defensive of the build I use (in fact, I haven't played much in the past 2-3 weeks because it started to get repetitive). If it was up to me, all those absurd skills would be nerfed.
Yeah I have to agree with you guys. They are kind of contradicting themselves on this one. Either leave both of them untouched or nerf both.
Though I prefer my double tornado (why double? You're just using one nado-spawning skill...? I never got it) barbarian over my CM wizard, I admit that I don't really get it either. Perhaps it is the combination of Wicked Wind's high proc coefficient and it having double the duration of sprint's tornados, allowing you to build up more of them and generate more procs per second?
I don't know what proc gear they are planning to introduce so I really can't guess at why it would suddenly be overpowered with said equipment and sprint's tornados would not. I hope they've examined this decision very closely; I know it will enrage a lot more players to leave Run Like the Wind alone and nerf Wicked Wind than it would if they simply nerfed both of them or left them both alone.
A better way to nerf wicked wind would be to limit the total number of winds that can be active at a time. This prevents incredibly high proc rates for your legendary item, but it doesn't screw over the build, because most of the danger in the build is in getting started with the first few winds. If they limited it to 4-5 winds max, it isn't going to proc any more stuff than sprint is.
I surprised they wouldn't just counter the reduction in proc constant with a corresponding change to CM (like reducing cooldowns by 2 seconds instead of 1 second). Well, we'll have to see how it works out. With improvements to items, it may be that it might get easier to get crit, and with some reduction in monster stats, it might not be as important to get as many critical hits.
I started a thread about it on the blizzard forums, of course we all know what that is worth, but who knows, maybe somebody who matters will see it:
http://us.battle.net/d3/en/forum/topic/6352825289
Maybe, maybe not. Wicked wind has by far the highest proc rate, so it might just bring the other skills more in line with wicked wind in terms of critical mass procing, promoting build diversity.
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