First of all, plz stop making an item be the change for a specific build, this kill itemization.
Now, for the rehaul:
Fist of fire, Claws of Thunder and Blades of ice are not active skills anymore, are just enablers that you use on right button, wich would enable finishers to rotate the charge levels.
Ex: fist of fire and any finisher would make first hit proc 1 charge, second hit 2 charges, third hit the last charge and restart from 1 again.
Cobra Strike becomes a Buff.
Phoenix strike becomes a passive where it uses the effect of your enabler as a 4th charge in the mix.
Take away Next hit delays.
Dragon tail changes to always make the skills AOE or upgrade an existing aoe skill for something like: 4 more yards on Fist of fire, extra chains on chain lightning, and so on, or just add yards to any charge to simplify.
Tiger strike add an aoe component to last charge. 4 yards.
After seeing stuff like this quote, if I was a Diablo dev I would just throw my hands up in the air. It’s always been talked about how Diablo 2 is unique in that you can create builds because of item affixes. And that kind of itemization should be encouraged. Is that Diablo 3 sucks because there’s nothing like that.
But now, since somebody doesn’t particularly like this build that an item creates, they say that such a dynamic is like Diablo 3. It’s just bizarre. I’ve got to feel for the developers here. Damned if they do damned if they don’t.
Exactly, thats the problem, its not a change like from circular hammers its is now boomerang hammers, its the only thing that makes the tree useful, 11 skills depending of one item, and not a good skill tree that has an option of different playstyle.
I always thought the idea was good, but unfortunately the implementation was not, as practice shows.
I am also in favor of a rebuild of the MA Assa, whether it must be exactly as the TE has written it, is another matter, but the condition of the MA Assa is simply unsatisfactory.
There is much more to get out and increase the fun factor, in which one simply throttles the micro managing in the quick fights and the skills better combined with each other.
I’ve always wondered why the dragon kick only makes fire and not simply oriented to the charge, for example, and then uses this element.
But the general handling of the charge should be mended. Likewise skills from the aura and pet tree and some of the kicks as well dragon claw…
The many synergies in the traps should be throttled so that you can fully develop both types of traps…
Hm well they did somthing to make people want to play ma sin and did a good job imo. You first need a good claw, not just any claw and 2 of them. Next, it has variables and no doubt you will reroll it for good stats. We need more items like this to support under used builds.
I would like to see a ama only fire % bow, pal only shield with tri damage % modifier to help vengeance.