even with OHK on mobs, melee would still be behind casters
multi target + fcr + tele is unbeatable in this game
Which build would that be⌠DualDream Zealot?
and cleave for two-handeds.
Iâd guess Hammerdin, but then again, Iâd consider that a full caster build.
they could nerf casters and not buff melees. this game is just too easy
Appreciate the free bump, mate.
This is why I enjoy PD2 more, it just has the QoL people have wanted forever. In my opinion, I think Blizzard should âcopyâ PD2.
Iâve never played PD2, but many of the things Iâve read sound awesome. Iâve read that the melee/caster parity is much better too.
Hereâs hoping Blizz fixes at least the latter.
Casters have to aim when melee do not, and therefore they can miss. I donât see this as an imbalance outside of amazons/ranged physical weapons, which suffer from both drawbacks.
Dealing with this is as easy as hitting your run hotkey. Thematically, if youâre fleeing, then youâre not dodging attacks as effectively, same with blocking. It adds some depth to playing melee to toggle off run when you engage the enemies. The chad retreating strut vs the cringe panicked fleeing.
Melee builds already have the damage output advantage, and it would cause a real imbalance to give them AoE as well.
This I agree with. Non runeword weapon options are pitifully weak, and all physical builds become reliant on crushing blow for hell mode.
Casters are heavily mana dependent at the start of the game, and itâs not easily solved without gear.
I donât see the correlation here. Clearing bosses is already an advantage for melee, they donât need even more of a lead.
This buffs everyone.
If those few other things are increased resistances, then fairâs fair.
Citing Grief when it belongs in its own transcended rank doesnât prove much aside from that Grief is broken and bis for all melee. Moving a tier down to other strong options, two hand is competitive with 1h, where two hand would be used. You canât expect a paladin to favor a 2h weapon for their builds, for example.
This is a good idea. Thereâs currently no reason to equip heavier armor types than light onto your character. Losing the walk speed and investing additional str to gain a small amount of defense is a bad design.
Sounds like alot of QQ to me. The only caster vs melee problem I see is magic vs physical pvp. Hdin and necro will always have the advantage unless more magic resist or absorb is introduced. Speaking of caster vs melee for pvm, no one seems to care about how broken javazon is.
Agree, but for missile classes too
Agree
Yep
No. Game is already too easy. Instead of buffing melee, we need to bring other classes back down to where they should be.
Neither was missile, but this is still a bad suggestion. Not because it wouldnât balance things, but because again, games too easy already. We donât need buffs, they need nerfs.
I see the benefit to this, but it trivializes end game talents. Your explanation here is sound though and I agree.
Casters donât have crushing blow because basically the only caster played is a sorc, and it has static, which melts crushing blow out of the park. Again, not an instance I really think we need buffs for, but an instance that is great testament to the fact that casters have had it way too nice for way too long.
Iâd agree if it also worked for bows and throwing too, and a few more rune words were created around the zod rune to compensate, but then weâd be creating basically a necessity to use a runeword with a zod, which makes all the other ones useless. Weird catch 22 scenario. INSTEAD of this, Iâd simply propose that melee and ranged weapons BOTH receive the ability to be ethereal, and that if and when theyâre ethereal, they automatically come equipped with the modification of crushing blow, with a varying %.
There will always be that one best weapon. Remember that. Always. Bows actually need this buff more than swords sadly, but this proposed change is way overdue.
This is great on paper, but there are already builds with existing gear that are so tanky they basically have no mobs in the game that can kill them. This would further complicate this issue. Maybe instead, add a penalty to recovery time. If your speed is greater, your recovery time is worse. This change is also almost meaningless though without your #2 proposed change.
Yes, and teleport should gain only a % of your FCR based on HARD applied points.
Tohki:
Casters barely aim due to their absurd AOE.
Weâll have to agree to disagree on running penalties. Thematically, there is no dodge in this game other than for Amazons. Armor isnât dodge despite it negating an attack. Armor is armor. It doesnât disappear when you run.
Melee builds donât have a damage output advantage other than on paper, as evidenced by clear speeds being dominated by casters. They also donât have cold-immune FCR, use Fortitude over Enigma (no teleport), and have far more movement required to do damage. Small AOE wouldnât cause any imbalance; casters would still have nearly every advantage regardless.
The whole âcasters are heavily mana dependent at game startâ argument doesnât hold water. You can buy mana potions. However, you canât buy GG weapons from vendors unless you want to WP > Charsi > WP over and over for 2 hours for a weapon youâll replace in 15 minutes. Casters still have the advantage in leveling and gear dependence, especially as evidenced by casters taking a dominant leveling lead every early ladder.
Clearing bosses is indeed an advantage for melee. I said as much. But they also indeed need more of a lead because even if literally every single of my suggestions were implemented other than this one, because of cold-immune FCR, Enigma, and less movement being required for damage, clear speeds would still be higher for casters. Some other changes are needed to bring parity to the game, and since 99% of the game is an AOE bomb-fest that casters dominate, the 1% that melee can dominate needs to have a little more relevance.
Zod granting ethereal status does not buff everyone. When it comes to weapons, it doesnât buff casters at all, in fact. If youâre talking armor, Iâd love to see what Zod-socketed-armor casters would start using over Enigma/Shakow/ Facet/Griffonâs w/ Facet/Stormshield w/ Facet/Phoenix/CoH etc. Besides, as already established in earlier points, casters barely get hit as it is; 30% bonus armor wonât make a real difference in terms of power parity.
Increased resistances are not part of the ladder buffs. There is no âfairâs fairâ here. If youâre going to wade into a debate like this, at least know what youâre talking about.
Two-hand still wouldnât be competitive with casters even if Grief were comparable. 2H would still need a buff. Nearly everyone in this thread agrees.
Rod:
Magic damage from Hammerdins and Necros (seriously on Necros?) isnât as much of an outlier as it used to be due to sunder charms. Now every caster other than poison can clear basically everything just like a Hammerdin. Immunes arenât an endgame problem anymore (âŚfor casters).
And for the purposes of this discussion, Javazons are casters. They deal majority elemental damage, do it via ranged AOE, and the elemental portion of their attacks canât miss.
UExtraBad:
Youâre right that the current systems environment creates a game thatâs likely too easy. If casters were brought down to the level of melee and the game were made more challenging, that would indeed be an equally-viable solution. That said, it would take a lot more coding work to make that kind of change happen, I think (entire systems overhauls vs. tweaks), and I really do not think Blizz is interested in nerfing classes at this point â only shaking up the meta via buffs like they did in 2.4.
My suggestions arenât bad because they try to bring parity in the current systems environment. Yeeeeeesh. Itâs just a different way to bring parity given the realities of the game industry and state of D2R. Your suggestions arenât bad either for seeking parity in a different direction. I just think theyâre less likely, so I focused on what I thought would be more likely given the above.
Also, note that Static is capped at 50% of boss health in Hell. Crushing blow is not capped like that. At some level of boss scaling, crushing blow will outpace casters even given Static.
On teleport, I always thought a cooldown that decreases with level would be a nice balance element. It would tone down Enigmaâs overpower for non-Sorceresses, and would require Sorceresses to max the skill rather than drop a single point into it, thereby causing some type of damage opportunity loss somewhere else in their skill tree. That said, I donât want to derail this thread with ways to nerf casters. Just looking to bring melee as close to their power as possible.
But toggling off run, which you donât need to do while hitting things in melee range, already solves this. Casters also lose all of their armor while kiting.
Youâre marrying AoE potential into the damage output. Yes, caster builds have more AoE potential, but the melee builds have much higher single target. The melee builds also tend to scale harder. Casters have to jump through hoops pumping up their skill levels through gear and charms, and still not accomplish the top end of a decked out melee build.
Itâs still a very slow grind to 25 when you can put on a Spirit weapon and attempt to speed things up through gear. 27 for an Insight merc, and 29 for Lore, and then you can really get pumping. Melee also hit power spikes with gear, the only real gap is if youâre referring specifically to sorc and teleport, which is a teleport problem.
Sorcs take a dominant lead, followed by any build with an enigma. Thatâs a teleport issue.
It buffs armor as well as damage. Itâs not really going to help melee out if they have to find a Zod to turn some unique elite weapon into an ethereal version thatâs unlikely to outpace runeword options; Zod isnât exactly common. On the other side, I can think of an MF sorc build that could use the same new Zod to get a bunch of extra armor to buff with Frozen Armor, so the build gets stronger. Weapon isnât the only slot in the game, and runewords arenât the only gear in the game.
Yeah, I said âifâ for a reason.
I guess Iâm missing which class/builds this is aimed at. I canât think of anything that isnât a degenerate PK build. There arenât many reasons for most classes to use 2h even if they were much stronger than they are now.
None of your points make sense to me at this point, and with some of your moving goalposts, Iâm now skeptical of your motivation for opposition. Weâll just have to part ways on discussing this with each other.
How often do you miss as a caster class really though? Nova doesnât miss, static field doesnât miss, pummeling mobs repeatedly with fireball is not that hard when they are continuously in hit recovery (if they are even still alive after getting hit onceâŚ). Your Merc draws mobs like a magnet which makes them easy targets. Or just teleport 2 steps away from mobs so that your chances to miss are low.
Melee classes have to run up to monsters to even hit them, exposing themselves to danger and then have to pass a hit check AND a block check.
Amazonâs donât have much the same problem with multishot having a large AoE and guided arrow.
Mana potions. Not too hard. Why else do sorceresses and to a smaller extent other casters hold the world record in pretty much all speedrun categories? Have you seen someone start a brand new sorceress and clear the Ubers all within 4 hours? Other classes can only dream to achieve this.
Try putting Zod into your staves and orbs to increase your sorceress skill damage.
And no sensible sorc is going to Zod their Ormus robes for higher defense under this change when they can use a facet.
Casters have to jump through hoops pumping up their skill levels through gear and charms, and still not accomplish the top end of a decked out melee build.
Not true. Itâs not about sheet damage but also considering things like infinity and that charged strike has the single highest DPS vs single targets in game and charged bolt, fireball/meteor combinations not far behind. Frenzy is up there as well, but that is squarely a single target skill unlike the options that casters have to apply good single target damage.
And you make it sound like itâs more difficult to deck out a caster with top end DPS gear, which is a misrepresentation.
I really wish people like OP and several people in the comments would either quit or get banned
The horror - making suggestions to address the caster vs melee balance!
UhâŚthis game had melee/caster parity for years. One patch and a few runewords then killed melee over the course of a few years after.
There is nothing game-destroying about making half of the available builds competitive, just like the game both originally intended and originally had.
All these people talking like theyâre the real Diablo fans when they clearly didnât even play D2 at launch and LOD release.
All these people talking like theyâre the real Diablo fans when they clearly didnât even play D2 at launch and LOD release.
All the people claiming they played the game 22 years ago wont admit that the game changed for the better 20 years ago XD. I doubt 90% of these forums played D2 before D2R, and you cant prove that you did XD
wont admit that the game changed for the better 20 years ago XD
Depends on which exact point youâre talking about and on what people view is âbetterâ⌠which is a rather 1 dimensional way of looking at something like this anyway.
Calling for people to be banned for expressing their views in a respectful setting however makes you a moron.
They make sense, youâre choosing to ignore them instead of contest them. It makes me skeptical of how much thought you really put into your own arguments. Youâre looking for this massive gap between melee and casters, and without citing Teleport, which is to point a massive finger at sorc. Yes, Sorc is broken for farming relative to any other build on any other class if you factor in that any other build needs to build Enigma to match their speed. If everything you proposed went through, physical builds would be insanely strong.
How often do you miss as a caster class really though?
Anything aimed can miss if the player has bad aim. Melee builds are click and hold, and the attacks will land on that target. Bumping melee hit chance up to 100% makes them too strong for no reason at all. Several builds have skills that bypass hitcheck, and several skills hit multiple times per second to compensate for the 5% miss. All of this ignores that for most of the game, until the mid level 80s, melee will only have 85% or so hit chance in hell mode farming unless obscenely geared. So the impact of this missing 5% is trivial in practice.
Mana potions.
Yeah bro, pump minor mana potions with a pool of 50 mana and only 8 potion slots and see how far you can get spamming spells at the start of a ladder.
Try putting Zod into your staves and orbs to increase your sorceress skill damage.
Try putting it into your MF set and then hitting Frozen Armor. Buffing a rune that anyone can use offensively or defensively still buffs everyone.
Not true. Itâs not about sheet damage but also considering things like infinity and that charged strike has the single highest DPS vs single targets in game and charged bolt, fireball/meteor combinations not far behind. Frenzy is up there as well, but that is squarely a single target skill unlike the options that casters have to apply good single target damage.
And you make it sound like itâs more difficult to deck out a caster with top end DPS gear, which is a misrepresentation.
Decking out anything is an expensive grind. But a decked out melee is going to crush through mobs as hard as any decked out caster build. The specialized sorc builds are going to be limited by immunity outside of lit builds with infinity mercs, and necros and hammerdins will run up against magic immunes with no real solution for it. A decked out melee with a few weapon swaps for physical immunes can crash into any zone and farm it out. Does it suck to have to carry enigma for teleport? Yeah, but every non-sorc has to deal with that.
Casters are less gear reliant but donât scale as hard. Casters also donât have obscene runeword based power spikes outside of non-sorcs picking up engima for teleport. Find me any caster upgrade that competes with grief+fort onto a physical build.
I think itâs pretty clear you havenât played endgame, competitive ladder content. The fact that you mention immunities as a limiting factor on casters when sunder charms exist is extremely telling. Since 2.5, immunities donât matter for any caster build outside of poison. You clearly donât know this, and yet here you are.
Please leave the discussion. Thanks.