I can’t argue with that.
Let me propose a new thought and see what you think- what about changing the Fire Ball synergy for Hydra to Enchant synergy?
I can’t argue with that.
Let me propose a new thought and see what you think- what about changing the Fire Ball synergy for Hydra to Enchant synergy?
Sure, would your idea there to be to remove the Fire Bolt and Fire Ball synergy and to replace them with a 6% Enchant synergy? Assuming that this is your idea, I think it is important at that point to remove the skill tree prerequisite that Enchant has of Fireball. That frees up a full 22 skill points for use in a different tree for a hybrid build. I also like the idea of encouraging a high Enchant skill in the Hydra build.
The challenges I see are 3 fold:
Warmth would be the more useful synergy mechanically, considering how mana intense Hydra is and how many fire immunes there are, but the trouble is, Warmth is a synergy in half the fire tree already.
Using Enchant (or Warmth for that matter) over Fire Bolt/Fire Ball isn’t thematic because the Hydras shoot Fire Bolts
Only changing to Enchant at 6% doesn’t solve Hydra’s under performance problem, which is what I was trying to solve by adding the change of having every 3rd shot from Hydra being a Fire Ball, thus giving the Hydras a bit more damage and some small AoE effect without over doing it.
Overall though, I do really like the idea of the Enchant synergy as opposed to the Fire Bolt/Fire Ball synergies.
Having another skill to dump into for barbs with WW is a BAD idea.
If you are referring to dumping points into Increased Speed to get a passive skill IAS bonus for Barbarians, I completely agree. Instead, would rather see this tied to each weapon mastery.
Energy stat must be change
I don’t disagree with you, but that is a core change to attributes. I would be shocked if they made this kind of change to the game.
So, do you think it is normal for magic and casting spells to have 100% accuracy as they are now?
No, during D2 development, maybe they could have looked at implementing an equivalent to attack rating for spell casters, maybe call it spell rating? Casters would have to invest points into Energy to improve spell hit chance. But, this is a core design change.
That would have been nice and could have given more builds a reason to put any points into Energy at all. I think some of this is fixed by some earlier spells being fairly inaccurate and hard to aim in general due to their slow speed, but in the late game when most spells are AoE it doesn’t really make a difference.
But yeah, as you said making such a change now would be too drastic. I’m usually more in favor of buffing others instead of nerfing, so I’d rather see other changes meant to bring melee classes and the like closer to casters instead of just destroying casters.
Agreed, the development team should avoid drastic changes such as this. I would rather see melee classes buffed, especially 2-handed weapons across the board.
Your idea of making Frozen Nova Sinergize with the cold armor skills is actually pretty good. It would finally be an incentive to put points into those skills, and make an alternative “tank sorceress” to the Energy Shield/Nova build
I also like DarkHelmet’s idea of Frozen Armor synergizing with Frost Nova to allow for a tank sorceress build as you mentioned.
Any buff to other builds are OK as long as they don’t cross the upper ceiling of the likes of hammerdin, lightning sorc…
Agreed, the proposed buffs listed in the OP is helping relatively lackluster skills and does not impact the meta of hammerdin, blizzard sorc, etc. Also, the buffs is improving the utility, mobility, cost-effectiveness, or survivialibility and not just about buffing damage.
I hope the developers revisit the synergies of the cold armor spells in 2.5. What about the proposed synergies below and Shiver Armor could be designed with the Enchantress in mind due to it damaging melee attackers and granting a defensive bonus…
I’m curious what people think about synergizing Shiver Armor with Enchant? As the Enchantress is such a niche build, wouldn’t mind seeing some buffs in 2.5.
Buff frenzy by removing the taunt synergy and move it to increased stamina
ANSWERS TO ALL of these suggestion of your
Amazon
Druid
Rabies - increase poison creeper synergy and reduce poison duration
can’t answer in regard to rabies(uncertain)
Lycanthropy - add faster run/walk by 1% per level for greater mobility
NO
Poison Creeper, Carrion Vine, Solar Creeper - significantly increase life and add physical damage reduction for improved survivability
only if to itself and doesn’t apply to the druid
Armageddon - now benefits from faster cast rate and increases frequency of falling meteors
max of 35% increase at 100-125% fcr
Barbarian
War Cry - reduce mana cost to 0.60 per level to improve cost-effectiveness
certainly needed
Bash - add 1% crushing blow per level
0.4% at most…while 1% would not be enough to compete vs whirldwind,frenzy and berserk at high lvl…it would mess up low level dueling quite badly at 1%
additionnaly…bash and concentrate are pretty much almost replica of each other right now…that skill can’t ever be competitive vs those 3 skills as long it remain single target
Shout - add bonus to attack rating in addition to defense rating
no…that would be busted…it be like defiance and blessed aim combine together
instead of giving ar to shout…they need to fix the hit rating to begin with for ALL class
not make all other class barb reliant while barb would benefit hugely soloing
Concentrate - change Bash synergy to Shout, which complements this uniquely defensive build (similar to Berserk synergy change in 2.4)
approved for this change…bash as synergy doesn’t make sense as it would not be used to begin with
Grim Ward - change fear effect to taunt effect, currently redundant with howl
honestly…i could careless what they do with grim XD alway be useless lol
Iron Skin - adds physical damage reduction of 1% per level (only hard points)
absolutly not…Barbs already have a massive health pool compare to other classes…they dont need to receive dmr to that skill in addition to their massive health
Necromancer
Golem Mastery - grants 10% AR per level instead of flat 25 AR per level. Also, now adds 5% damage per level and allows you to summon an additional golem every 10 levels
approved…although i would also let them keep that 25 ar in addition to the % ar
Blood Golem - increase maximum life of character by 0.5% per level
approved
Fire Golem - increase fire damage and lower enemy fire resistance per level
aproved
Raise Skeletal Mage - significantly increase elemental damage and missile speed. Also, missiles now have chance to pierce per level
giving them pierce alone is enough…melee skeletons already do enough damages
half-approved…ONLY TO HELP EARLY GAME…because end-game when they run with beast,infinity or Pride,high lvl Might from A2 merc aura,Enigma…they do a truckload of dmg already if not too much(single target wise)
Poison Dagger - grants 1% IAS per level and poison damage inflicted ignores poison resistance and applied over 4 seconds (make daggermancer viable)
approved…and and ias wise could safely bump it to 2% per lvl
Sorceress
Hydra - Fire Bolt synergy increased from +3% to +6%, remove Fire Ball synergy. Damage remains the same, but allows more hybrid builds
approved
Thunderstorm - now benefits from faster cast rate and increases frequency of lightning strikes
thunderstorm already hit faster but base on the skill lvl instead of fcr…basicly its free from its tie to fcr to hit quicker…doesn’t need fcr to boost it even further…but it could unleash a Nova upon strike instead
Meteor - convert some of the fire damage to physical damage to help deal with immunity, similar to Molten Boulder. Keep overall damage the same
since there so much fire immune sure…also that would make some sense that a meteor deal some physical dmg too as it contain a rock in its center XD
Frozen Armor, Shiver Armor, Chilling Armor - should not have synergies with each other. No one is going to invest 20 points for all 3 armors. They should have synergies with other skills, such as Frozen Orb, Ice Bolt, etc. For example, an Ice Bolt synergy for Chilling Armor would be nice so Chilling Armor Ice Bolts could do decent damage
approved…
Frozen Armor---->Ice Bolt
Shiver&Chilling Armor—>receive synergy from Cold Mastery.
shiver is favored for pvp vs melee and chilling is favored vs ranged attacker and useful
vs bowazon in pvp
tieing Frozen armor to Ice Bolt is the best choice as it promote Frozen Orb and Blizzard builds and is also the only cold armor unwanted by Fire and Lightning Builds
making cold mastery as synergy to shiver and chilling armor will also make Fire&Lightning hybrids builds happy as they do not want to invest points in cold skill except for the armor if they want a defensive build for pvp and an extra minor dmg boost in pve
Agreed, Frenzy is over-synergized with 4 skills requiring 80 points. We could remove Taunt synergy from Frenzy and adjust as follows:
Frenzy
I had assumed it would still be 8% double attack, and that increased stamina would provide the +0/4 seconds AND 8% damage.
I would have either though - very happily. Then, all i would need is some more attack and im good to go.