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blablabla. 4 pages of blabbering about the melee wizard build. nothing else interesting in the wizard preview?
am i the only one who don't care or play melee wizard lol?
What else is terribly interesting about the other changes mentioned? I'm seeing damage buffs here and there but no mention of changes to underlying mechanics anywhere. Seems like the same build archetypes are going to be doing the same things in 1.04. Maybe they change a rune or switch from Disintegrate to Arcane Torrent or Wicked Wind to Star Pact/Living Lightning/Deep Cuts/etc.
If you think there's something else to discuss, what do you find interesting about the other changes? O.o
Hmmm, for a matter of fact, no. Other than the critical mass nerf, it was some pretty straight-forward stuff, nothing too surprising nor too revealing. Pretty much the generic "buff underused skills and for skills with underused runes buff those runes" kind of talk we keep hearing (which I agree with, but I want to see it in action and actually working in practice, not just as pure PR talk).
As for having both, unfortunately, the main reason those "fun" builds are "fun" is because they are overpowered. I don't mind "fun" builds as long as they are on par with other builds. But currently critical mass and sprint builds allow you to roflstomp the game with a lot less gear than any other class/build needs to reach the same speed, and of course beyond a certain level of gear (very far from best in slot) you become impossible to beat even with best in slot gear. If they buff all builds to that level they'll have to seriously up the difficulty of inferno to make the game interesting again.
And to be honest, without fixing the proc coefficients, you can't even "just buff everything else" either, because let's face it - Those extreme proc coefficients are mostly overpowered due to their bonus to survivability (which allows you to gear for more damage or simply manage with less gear), and the damage bonus is only secondary. Endless sprints and teleports, in the long run, are also unbeatable - Even at modest gear levels you will need non-teleport/sprint builds to 1-shot every monster with a big AOE ability in order to stand a chance (and probably still be slower). I don't think the game will be a lot of fun if it's made that way. There's no getting away with nerfing the coefficients. But they really should fix all coeffcients, not just the single most absurd one. Especially when the 2nd most absurd one is pretty damn close in levels of absurdness and deals a ton of damage on top.
Coefficients aren't just messed up for wicked wind and teleport. Keep in mind spenders of the barb and monk actually do give a reasonable amount of extra damage. It's not just about the damage being a bit too small to be able to compete with alternatives, but also because every spender you cast means more time spent not spamming your high coefficient skill (sidearm or thunderclap), which can get you killed. I think that telling me I should not use my spender when my HP is low is just bad design overall and not a lot of fun. And telling me to use a spell with high proc coefficient if I want to be able to survive through inferno with minimum gear is also not very good design either.
There's really no simple way to fix all this mess without just fixing the coefficients so they do what they were meant to do. It's going to be hard enough for them to fix the skills as it is. They don't need an extra factor that makes some skills better than others and creates additional synergy (especially when synergy generally reduces build diversity and needs to be avoided more often than not).
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