1.0.0 Balance Changes
AWESOME changes, specially about Improved Two-Handed Weapons and Mods and the necessary LOW-MID GAME improvements. Congratz on listening the community!
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" That's a good point. I thought it made sense before, as percent auras (e.g. determination, hatred, purity) reserve a percentage of your mana, and flat bonuses (e.g. anger, wrath, grace, discipline) reserved a flat amount of mana. These changes to the auras have the potential to be drastic changes to current characters, and I'm disappointed they're essentially glossed over as "rebalanced". I'm sorry, but unless the reservation nodes are plentiful and effective, this change is a straight nerf for the solo player. I know GGG said they will buff the auras, but that doesn't really help. The solo player is forced to pick survivability over damage. I think for most people, myself included, that doesn't sound like much fun, and just raises my gear requirements. Again, I'm not going to get worked up because we don't know the actual values yet or the new skill tree, but I'm nervous about the effects of this change. Especially since I have no idea why they identified this as a serious balance problem. |
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" I agree with your overall point, but you don't need Purity to cap resists in merciless, and mana regen can be obtained pretty easily from gear or using mana leech. |
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" well that's not quite true. with very good gear and no res passives you can max them at 75, no problem purity is near mandatory because of +4 max resists you cannot get anywhere else besides saffels shield (and thats a pretty specific unique). that's an insane bonus. Last edited by grepman#2451 on Oct 15, 2013, 12:46:21 PM
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Damn, I already had problems reserving HP with Blood Magic on my best character.. now it's gonna get increased fml.
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" Nobody cares about what a standard noob said, bows are bows and bows are 2h weapons, end of story. Neurotypicals are the worst thing this planet ever experienced.
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" While the Weaver fight is awesome after the changes it also is problematic in another sense, any build that doesn't have leech or massive constant regeneration struggles to complete the fight. So adding constant waves of adds like the weaver fight is a horrible solution in the long run. In game contact @MajorAsshole
Challenge T-Shirt: 4/6 | Full Challenge Totems: 21/27 |
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btw my fear is that the aura buff will only buff 6 stack parties once more, since maybe its more diffciult to set up all auras then, but cmon, professional 6 stacks will have all auras again and then they are facerolling even more -> fail.
Neurotypicals are the worst thing this planet ever experienced. Last edited by Schinski#3393 on Oct 15, 2013, 12:52:11 PM
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" Now that you mention it, yes, I don't understand why aura mana reservation is % based to begin with. Someone running 3 auras at 30% reservation each, what's the different between having 1000 mana 3000 mana? The person with 1000 mana will have 100 mana left for skills. The person with 3000 mana will have 300 mana left for skills. Going out of your way to get 2000 additional mana get's relegated to 200 additional mana. In end-game 200 mana is nothing and anyone wanting to run 3 auras at 30% reservation each will not go for either 1000 mana or 3000 mana. They will just completely ignore mana altogether and run the 3 auras off their base mana and have 30 to 45 uesless mana left over. In end-game there is almost zero difference between having 45, 100, or 300 mana left for skills. And to me, someone that went out there way to get 3000 mana should have some kind of benefit over someone that completely ignored the the stat. |
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