1.0.0 Balance Changes

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KenshiD wrote:
I'm kinda mad about the aura thing. And I am never really mad about anything.

This change will nerf my melee duelist who can barely do maps with Determination + Grace(without IR) + Wrath + Purity.

I can't afford to remove any of those.

Without Determination I dont have enough armor.
Without Grace I dont have enough evasion.
Without Hatred I don't do enough DPS.
Without Purity any spellcaster group/shotgun kills me.

this is just fucking solo players like me in the ass, because I either lose damage now or survivability.

I already run reduced mana and have the duelist reduced aura cost passives. But have to put grace with bloodmagic on my life to run it with purity.

When grace becomes % then it is even less useless than before.


Evasion gets 0 love.


Triggergems = not good for evasion, because YOU HAVE TO GET HIT.

Aura Nerf = Grace becomes possible shit because it takes too much mana away for a bit evasion (rather use it with IR as usual).

this.

ggg went full retarded here i guess


HOW IN THE GODDAM WORLD IS THAT CHANGE NERFING PARTIES? I DONT GET IT; I ONLY SEE IT NERFS SOLO PLAY EVEN MOREMOREMORE
Neurotypicals are the worst thing this planet ever experienced.
Last edited by Schinski#3393 on Oct 15, 2013, 1:17:16 PM
One important question, I'd appreciate if anyone could answer it. Will the changes regarding boss runs, farming high end zones and IIQ be applied only to new leagues or will they also be active in Standard/HC?
„I don't give a fuck if it was his tenth anniversary with his goddamn neckbeard...“
„If they think I'm going to let them sweep this pizza guy thing under the rug...“
No mod action. Business as usual.
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Odoakar wrote:
One important question, I'd appreciate if anyone could answer it. Will the changes regarding boss runs, farming high end zones and IIQ be applied only to new leagues or will they also be active in Standard/HC?


this im 100% positive it applies to all leagues/hc etc.. would be weird if not as everyone should be entitled to better drops regardless of what league etc u play.
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vindictive wrote:
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Galtrovan wrote:
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.


Sorry, but that's not true, 100 to 300 mana is quite a huge difference, especially for characters that use mana leech. It takes time for mana to leech back. If your mana cost is 80, you can attack 3-4 times on your base mana, giving you plenty of time to leech. If you have 100 mana, you can get off 1 attack, and you will frequently not have enough mana due to the nature of mana leech.


What skill combo are you using that the cost is only 80 mana? I have 4-link skill combos that use more than 100 mana. When you factor in casts per second, 300 mana is nothing, especially in terms of my example where you had to have 3000 mana to have 300 left.

To me, 100 or 300 mana left is irrelevant. Both values are too low and will require you to have some other means to sustain your mana.
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Galtrovan wrote:
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Redblade wrote:
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Galtrovan wrote:
*snip*

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.


Mana regeneration difference between 1k mana and 3k is massive.


By itself or with passives and/or equipment, probably all True, but if what mana you have left isn't enough to use your skill once in the first place, regen isn't going to help.



Both, and all I'm saying is that there is a benefit in it self by having a huge mana pool, specially with introduction of mana shield.

I do wish they add a support gem that removes the aura effect for additional reserve reduction though to give solo players an option to sacrifice a gem slot or two to be able to run more 'auras' as self buffs instead of group benefit.
In game contact @MajorAsshole

Challenge T-Shirt: 4/6 | Full Challenge Totems: 21/27
This is the main reason I don't understand the focus on increasing odds for 4L and 5L over a slightly later point in the game.

http://i.imgur.com/sHudt62.png

And that is mostly just from drops and after vendoring a good number to prepare for the merge. Next month I'll have been playing for a year. Many characters, many levels and not a single 6L or any real gear to speak of on any of them. They're all barely able to keep pace with 68-69 maps both in terms of DPS and survivability. If I can collect that many without trying with my luck..

All over here and reddit are people praising the 4L changes. If I'm feeling progression blocked (gear not level) and there are that many people still stuck in the 40s and 4Ls, I'd hate to see how disappointed they all feel once they get 4Ls and realize the pain of getting anything worthwhile to drop for you after that is exponentially worse.
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Galtrovan wrote:
What skill combo are you using that the cost is only 80 mana? I have 4-link skill combos that use more than 100 mana. When you factor in casts per second, 300 mana is nothing, especially in terms of my example where you had to have 3000 mana to have 300 left.

To me, 100 or 300 mana left is irrelevant. Both values are too low and will require you to have some other means to sustain your mana.


Sure, 80 was a little low. My 5-linked power siphon uses about 120+. At 2 APS, I rely on mana regen to keep attacking, so I need to be able to attack at least 2-3 times before the regen kicks in, so the difference between even 200 and 300 mana is quite noticeable.
Last edited by vindictive#1103 on Oct 15, 2013, 1:38:59 PM
unbelievable aura whining here.


which part of "rebalance" don't you understand?
I'm that Morty guy.
"
KenshiD wrote:
I'm kinda mad about the aura thing. And I am never really mad about anything.

This change will nerf my melee duelist who can barely do maps with Determination + Grace(without IR) + Wrath + Purity.

I can't afford to remove any of those.

Without Determination I dont have enough armor.
Without Grace I dont have enough evasion.
Without Hatred I don't do enough DPS.
Without Purity any spellcaster group/shotgun kills me.

this is just fucking solo players like me in the ass, because I either lose damage now or survivability.

I already run reduced mana and have the duelist reduced aura cost passives. But have to put grace with bloodmagic on my life to run it with purity.

When grace becomes % then it is even less useless than before.


Evasion gets 0 love.


Triggergems = not good for evasion, because YOU HAVE TO GET HIT.

Aura Nerf = Grace becomes possible shit because it takes too much mana away for a bit evasion (rather use it with IR as usual).


I hope you mean reduced mana RESERVATION nodes.. those reduced mana COSTS nodes don't change your aura reservation amounts at all.

Let's wait to see how powerful the new auras are before we slam the mechanic, ok? I run a similar character and require similar auras, but I'm optimistic that the changes will still be an improvement.
I have leveled 3 Rangers to 68+ and tried a ton of build variations to make my Frenzy /Lightning Arrow Ranger build work.

It's a Blood Magic build, there is no option to power the attacks with mana. For that build I need Wrath, Anger and Grace, with % auras this build is absolutely broken, seems like I have to play another game huh? All the hours playing and the money I invested in this game are worthless now?

Never change a running system?

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