A quick Class Feedback

Infernalist with Detonate Dead:

Damage Balance: The damage from Detonate Dead (DD) seems too high when popping Skeletal Brutes. Also, DD is not playable until level 58 (Sacrifice). Consider lowering the level requirements for Skeletal Brutes and Sacrifice.

Leveling Damage: DD deals minimal damage while leveling, but it becomes overly powerful upon reaching maps. A more consistent damage curve is needed.

Minion Movement Speed: There is only one node providing 20% increased minion movement speed. Consider adding +5-15% increased minion movement speed as a sceptre mod,... or better... pls give us Desecrate xD

Blood Mage with Detonate Dead & Bonestorm:

Synergy Issues: Sanguimancy (Overflow maximum life) and Vital Siphon (10% of Spell damage leeched as life) do not synergize well.

Vital Siphon: Should provide global damage leeched as life (e.g. for melee builds variants).

Sunder the Flesh: Change to global crit chance for more variety.

Bonestorm: Seems undertuned in the campaign, possibly due to the [Monster] Armour Buff. Vulnerability appears to be mandatory but is ineffective.

Chronomancer with Elemental (Frost):

Mana Cost: Spells like Comet and Frostwall have high mana costs, making them challenging to use without being an Archmage-MoM-Enjoyer.

Frostwall: Unable to hit small targets, leading to poor clearing capability.

HP Pool: ~1.7k HP is inadequate, even with fully specced into life recoup. Scaling options are limited without special endgame uniques.

Performance Issues: Frostwall heavily impacts CPU performance. (if u add Raging Spirits and tons of Fireballs, its even more severe)

Deadeye with Bow:

Deadeye feels busted in Campain and after. Lightning Rods deal excessive damage, and their high trigger rate impacts CPU performance, especially with Ball Lightning.

HP Pool: 1.7k-2k HP feels unsafe. Hybrid (Life & ES) appears to be the only viable option; more alternatives are needed.

Ascendancy: Gathering Winds (Tailwind) and Endless Munitions (+1 Projectiles) feel mandatory, while other options seem mediocre at best.

Escape Shot: Should be usable as a movement skill (e.g., jumping cliffs), it feels just bad right now!

Titan with Quarterstaff (Icestrike):

Combo Skills: Using combo skills (generating and spending power charges) feels unpleasant in Act 1.

Bell: Seems "a bit" overtuned, freezing bosses and killing them too quickly.

Hybrid Approach: The HP/ES/Evasion hybrid approach seems way superior to Life/Armour variants on other classes.

Leaping Vault: Cannot be used as a movement skill (can't jump up/down; range is too short), leading to a poor experience.

Witchhunter with Crossbows:

Grenades: Most grenades feel ineffective (e.g., Armour Piercing Rounds & High Velocity Rounds). Consider changing them to be similar to Shockburst Rounds (broken armour as a condition for extra damage without being consumed).

Overtuned Grenades: Some grenades combos, like Shock and Shockburst Rounds, feel overpowered compared to other options.

Movement Skills: No movement skills are available with crossbows, which makes me sad.

Infernalist with Mace:

Passive Tree: Feels frustrating to travel to the mace area from the Witch starting point. There are no damage nodes, and the starter node is for spell/minion damage only.

Lifepool: The average lifepool is too small (~3k) on higher level. Giving more options to increase it to ~4k would be nice. Maybe consider adding more %Life nodes in the mace area.

Armour: Armour feels ineffective, making Cloak of Flame almost mandatory.

Infernal Dog: Dies too quickly due to the 20% damage taken by the Infernalist.

Auto-Attack: Feels too strong compared to other skills.

EDIT: I used 1 hand Mace + Shield for most skills (because its faster); and a 2 handed Mace in Weaponslot 2 for Hammer of the Gods.


Best regards

ArC
"Meine Lippen bewegen sich, also red' ich noch!"
Last edited by ArChanum#2445 on Feb 22, 2025, 7:48:58 AM
Last bumped on Feb 22, 2025, 7:50:45 AM
solid ideas!

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