Does impale still do durability damage? It isnât mentioned currently in the notes. Seems like that would be an obvious removal if you want impale to be used more.
Do the slow missile scaling changes mean it starts at a lower value and works up to 33%, start at 33 and scale up from there or is 33% now in the middle?
Would have liked to see Guided Arrow pierce returning with a cap on the number of pierces.
Does the listed venom change fix how venom interacted with other poisons?
Hope the blade skill changes make a blade assassin a decent build. I always liked the idea of those skills.
The MA change to kicks I think is meant to only be a buff in that theyâll have a 100% hit chance if you have a charge, but still work the same as they did before if you have no charges. The way you wrote the notes though will likely confuse some people and make them think they canât kick at all without a charge. Iâd probably edit the notes to clarify that point.
Kind of hoping for more from Druid Summon changes. I can see not wanting to just let them summon everything at once if that makes it too similar to necro summoners, but maybe at least make the bear not exclusive with wolves so you can pick a wolf type and have a bear out.
I think the Druid vines could be made to provide some passive bonus to any other summons you have out to make spending points in them more interesting. IE: poison damage for p. creep, life leech or chance at open wounds for carion, magic or fire damage maybe for solar.
Ravens seem like they should just have a 100% hit chance.
Itâd be nice if the FoH/holy bolt changes make FoH a viable PvM build. Since the bolts presumably still only damage undead it seems like it may only work well in undead heavy areas. I feel like you could change this since thematically it would make sense for holy energy to also damage demons. That would leave only animals (I think?) being unaffected by holy bolts.
Will grim wards new debuffs affect targets that canât be affected by the fear or overlap with other warcries that the fear canât overlap with or is it all just merged into one debuff and only affects targets it fears? Depending on the stats and mechanics of this it may actually end up becoming a frequently used skill.
Chance to pierce for throwing barbs is nice. Chance to chain may have been more interesting since D2 only has one other chaining skill that I can think of currently and chaining would be useful in a wider variety of scenarios.
The Act 3 merc changes seem like they have the most potential for mercs. I do wish the insight changes would have included any weapon or at least add swords as well so we could put it on any merc. Iâd consider expanding the weapon types available to infinity and faith as well.