Class Balance Changes w/ Strong Support

Agreed with your suggestions Vo0Do0 and Mizzo and updated OP. That would be a great change for Frenzy.

1 Like

Nephalem, I finally added your suggestion for charges never expire and remove next-hit delay as these changes have strong support and are good overall changes to MA!

Exactly this. Thank you.

1 Like

No problem, I strongly believe you get to the best solutions when you review and discuss ideas with the community at large.

1 Like

I could get behind an increased charge duration. I definitely wouldn’t want them to remain forever, though. You can already add two, maybe three different types of charges at the same time, if you feel like it. I wouldn’t want players to go and accumulate 3 charges of each kind and just keep them for half an hour in order to use them all at once on a single opponent.

I really don’t think giving classes easy access to Crushing Blow is a good idea.

You shouldn’t make the Taunt synergy strictly superior to the Double Swing one. You could make it +6% damage, +0.4 secs for Increased Stamina and +2% damage, +1% damage as magic damage for Berserk, for example, as long as there is a point in preferring Double Swing to Increased Stamina and the other way round, depending on your needs.

Please don’t buff Iron Skin this way. Barbarians are already tanky enough as is, they don’t need free physical damage reduction in addition to what they already have. If you want to buff the skill, look into some more creative ways, like it giving a synergistic bonus to Increased Stamina or Increased Speed that would allow you to retain Defense while running.

The point of Golems is to have a single, strong monster, rather than multiple of them. If you remove that aspect, you make it more same-y to other summons. Please look into other ways to solve the issues that come from it being unique than multiplying the amount you can have at the same time.

Similarly, the point of poison resistance is to have monsters having varying degrees of resistance to it. Making the skill bypass it is not a good mechanic.

I don’t really have significant comments on the rest.

2 Likes

A small one, but since exploding arrow is usually the go to for starter bowzons, say take away range reduction for cold arrow since it’s the prerequisite for Ice Arrow and your intended change @charlesjt

1 Like

Slighty on a tangent - shouldnt we be hearing something about the next PTR by now?

Also, to the person above that doesnt like free CB on bash - i would imagine it would work like critical strike, seperate counters which do not stack (as with deadly strike). Also, would you even use bash with that? I certainly wouldnt.

1 Like

I already use bash. It’s useful to knockback a strong mob out of melee, or even stunlock some mobs. It’s just not meant to be a boss killer. But if you give it Crushing Blow, it will become a staple in boss killing for builds that don’t want to use weapons with Crushing Blow.

1 Like

A fair point well made.

1 Like

I still think Barb should thematically be able to absorb huge hits rather than evade, so % PDR makes sense. Also, Bash is the worst melee skill in game and CB fits thematically as the brute strength of Barb is unrivaled.

Other than that, I agreed with most of other suggestions and made the following update to OP…

Assassin

  • Martial Arts - charge-up skill duration increased to 120 seconds from 15 seconds (helps with pvp) and remove next-hit delay caused by some abilities

Barbarian

  • Frenzy - remove Taunt synergy and adjust the other synergies as follows:
    • Double Swing: +8% damage per level
    • Berserk: +3% magic damage per level
    • Increased Stamina: +6% damage and
      +0.4 seconds per level

Necromancer

  • Golem Mastery - grants 10% AR per level instead of flat 25 AR per level. Also, now adds 10% damage per level (single, strong monster)

  • Poison Dagger - grants 2% IAS per level and poison damage is applied over 4 seconds (make daggermancer viable)

PezRadar mentioned on Twitter we should hear some news for next D2R ladder/PTR sometime mid to late August.

1 Like

Thanks and updated Amazon in the OP for taking away the range reduction of Cold Arrow. From my understanding, this effects both the Amazon and Act 1 Cold Rogue.

Heavy armor has always thematically been that evasion, though, so it doesn’t make sense to change that. It’s not like the barbarian has been given chance to dodge?

1 Like

As an alternate approach to Iron Skin, I do like your suggestion for retaining Defense while running. How about this approach below?

Iron Skin

  • Gives synergy to Increased Speed:
    • Retain 5% Defense while running per Level

All that being said, while I still think that you should only have a golem, maybe you could work in something that makes the golem less vulnerable to knockback/stun locks? I know that, with my summoning druid in D2, when I encountered groups of stunning monsters, my bear tended to get locked until it died, making it useless.
Maybe something could be added to Golems, for example that hard level 20 in a type of golem renders it immune to stun and knockback, or give it 5% chance to avoid knockback and stun per level in Golem Mastery or Summon Resist?
Those are examples, just ideas to make Golem-focused builds less vulnerable to certain kinds of enemies.

PS :
The issue doesn’t exist with bears anymore, as it’s no longer your sole combat summons, and I don’t expect Amazons to be entirely focused on their Valkyries like a necro could be on its golem.

1 Like

As the golem is a single strong monster, it should be innately immune to stun and knockback. Give more love to Golemancer.

I dont’t see a problem with giving Bash a bonus to crushing blow, then it would actually be a semi-viable skill. Right now, Bash is pure garbage and not used for any serious build.

They can buff bash by giving it more +flat dmg per skill point.

1 Like

I could get behind buffing Bash in that manner. To take it slightly further, how about buffing both flat damage and bonus damage % as follows:

  • Flat damage starts at +3 (up from +1) and increases at +3 per level (up from +1)
  • Damage bonus starts at 100% (up from 50%) and increases at 10% per level (up from 5%)
1 Like

Bash to actually work without changing lld gameplay and improving high lvl gameplay would have to go like this

Bash
an enemy getting hit by Bash get send flying in a straight line 10 yard from the impact point and damage all other enemies in its way(if there are any enemie behind your target)
Bash now receive a 0.4% Crushing Blow bonus per lvl
+2 dmg per level
damage bonus start a 70% and increased by 9% per level(220% for lvl 24 is plenty)
Synergies
Increased Speed(+6% dmg per level in Increased speed(hard point only)…120% dmg total
Iron Skin(+4% dmg per level in Iron Skin and gain 2% chance to be uninterupted)
Natural Resistance(gain +1% faster run walk,2% increased attack speed, 5% chance to resist being frozen AND +2% Life multiply by lowest hard point levels of either bash or Natural Resistance hard point level per point)

examples
bash lvl 2…natural resists lvl 8…% life gain = 4%
bash lvl 10…natural resist lvl 6…% life gain 12%
bash lvl 20…natural resist lvl 20…% life gain 40%

had a difficult time to find how to word it right…and think i may still have worded it wrongly XD…the life gain is mostly cause lots of synergy points…so covering lack of points in b-order that will occur

edit: also i chose for it to work this way so other builds can’t net a huge % life boost without hard investing into both bash and natural resist…at best 2% for 1 point wonder for non-bash builds

edit 2: actually gonna modify the enhanced dmg % curve a bit so it be more balanced for early and late game
lvl 1 70%
lvl 2-8(+4% per levels)(98% ED at lvl 8)
lvl 9-16(+7% per level(154% ED at lvl 16)
17-24(+10% per lvl)(234% ED at lvl 24)
25+(+13% per lvl)(338% at lvl 32)
although…to be fair…Barbs aren’t likely to go beyond lvl 31(3 torch 1 anni 4 arreat face 2 nigma 1 highlord wrath)

1 Like