Practical Class Balance, Items and Uniques changes - feedback requested

Hi all, I normally don’t do this sort of stuff, but Blizzard have grasped at straws with the latest runewords and changes in patch 2.6.

I’m looking to compile some sensible, practical and easy to implement balance change suggestions that can be taken to Blizzard for consideration. Ideally for patch 2.7 though highly doubtful.

For now, consider this a draft or work in progress.


The goal of the change suggestions

  • The focus will be on making melee classes more comparable in power and efficiency to casters in progressing through the game from a new character and for late game farming or XP grinding

  • Consider the performance of builds against the available game content 1) P1 content remains some challenge for budget builds, 2) P8 remains some challenge for solo players with powerful end-game gear, 3) P8 remains some challenge for teams with shako level budget gear

  • The suggestions will be a balance of being impactful enough while not being too drastic. Totally shift the meta all in one go is not the goal. We don’t know if the suggestions will take things too far or not

  • Suggest changes that are low hanging fruit, or easy enough to adjust to the devs so that we can minimise development time and maximise testing time. We don’t want balance suggestions that add unnecessary complexity that potentially need to be backed out later

  • The focus will be on macro level caster vs melee balance only, not strictly skill balance (ie, not looking at buffing ice bolt or anything like that)

  • Above all, improve (in the case of buffs) or preserve (in the case of nerfs) the fantasy of playing any one of the available builds in the game

  • PvP balance is not being considered too much in these suggestions unfortunately, but I’d be happy to hear your thoughts


Skill changes

Overview

  • We want skill points spent to be more impactful for melee based attack skills
  • We want to offset the buffs associated with the introduction of Sunder charms by tweaking down damage based synergies
  • Desirable: Reduce certain handicaps (NHD) that prevent multiples of the same class in the game from dealing damage. Those will be flagged as “Desirable”

Amazon - Bow & Crossbow

  • Multiple Shot – Add +20% Damage per skill level from level 23 onwards
  • Multiple Shot – Decrease the NHD timer from 4 to 2 frames
  • Guided Arrow – Restore the improved ability (even partially) to turn around corners rather than requiring direct line of sight to track enemies
  • Strafe – Add +1 Damage per skill level, starting with +2 at skill level 1
  • Strafe – Decrease the NHD timer from 4 to 2 frames

Amazon - Javelin & Spear

  • Jab – Add +1 Damage per skill level, starting with 0 at skill level 1
  • Impale – Add +10 Damage per skill level, starting with 0 at skill level 1
  • Fend – Add +3 Damage per skill level, starting with 3 at skill level 1
  • Lightning Fury – Increase starting bolt count from 2 to 6 at skill level 1
  • Lightning Fury – Decrease scaling of bolt count from 1 to 0.5 per skill level
  • Lightning Strike – Decrease the NHD timer from 4 to 2 frames

Amazon - Passive & Magic

  • Penetrate – Add a further +3% attack rating bonus per skill level
  • Evade – Add a +1% movement speed bonus per skill level

Assassin - Martial Arts

  • All charge-up Martial Arts skills – Show the current number of charges of each skill (from 0 to 3) in the quick cast bar and the left/right skill binding slots
  • Charge-up Martial Arts skills – Increase the mana cost by the following amounts:
    • Tiger Strike – from 1 to 3
    • Fists of Fire – from 2 to 5
    • Claws of Thunder – from 4 to 8
    • Blades of Ice – from 3 to 6
    • Phoenix Strike – from 4 to 8
  • Claw Mastery – Add a percentage chance to not consume a charge: Starting at 8% at skill level 1, and 27% at skill level 20
  • Cobra Strike – Adjust the skill numbers as follows:
    • Charge 1 – Life steal reduced from 40% to 20% at skill level 1, and from 5% to 3% per skill level there after
    • Charge 2 – Life and mana steal reduced from 40% to 20% at skill level 1, and from 5% to 3% per skill level there after
    • Charge 3 – Life and mana steal reduced from 80% to 30% at skill level 1, and from 10% to 6% per skill level there after
  • Claws of Thunder – Remove NHD from the skill
  • (Desirable) Dragon Flight – Make Dragon Flight subject to the same penalties that running has on defense and block chance as long as the character is in cast animation for Dragon Flight
  • Phoenix Strike – Remove NHD from the skill

Barbarian - Combat Skills

  • Blade/Axe/Mace Mastery – Synergise with each other by providing 1/2 of the damage and attack rating bonus per synergy level
  • Polearm/Spear Mastery – Synergise with each other by providing 1/2 of the damage and attack rating bonus per synergy level
  • Throwing Mastery – New synergies from Blade and Axe mastery that provide 1/2 of the damage and attack rating bonus per synergy level
  • Bash – Increase scaling of damage from +1 to +2 per skill level
  • Stun – Increase starting stun duration from 1.2 to 2 seconds at skill level 1
  • Stun – Increase scaling of stun duration from 0.2 to 0.6 seconds per skill level
  • Stun – Add a flat minus target defense debuff modifier on enemies stunned by Stun: Starting at -40 at skill level 1, and -755 at skill level 20
  • Double Swing – Add +2 Damage per skill level, starting with 0 at skill level 1
  • Double Throw – Add +2 Damage per skill level, starting with 0 at skill level 1
  • Concentrate – Add +2 Damage per skill level, starting with 0 at skill level 1
  • Frenzy – Increase the duration per synergy level from Increased Stamina from 0.4 to 0.8 seconds
  • Frenzy – Increase the damage per synergy level from Double Swing from 8% to 13%
  • Frenzy – Increase the magic damage per synergy level from Berserk from 1% to 2%
  • Frenzy – Decrease the damage per synergy level from Taunt from 8% to 6%
  • Whirlwind – Add +1 Damage per skill level, starting with 2 at skill level 1
  • Whirlwind – Increase scaling of attack rating from +5% to +15% per skill level
  • (Desirable) Whirlwind – Re-examine the IAS break points for using Whirlwind with a 2-handed weapon that is not dual wielded or carrying a shield

Druid - Shape Shifting

  • Werewolf – Show whether the Mark of the Wolf is currently active in the quick cast bar and the left/right skill binding slots
  • Werebear – Show whether the Mark of the Bear is currently active in the quick cast bar and the left/right skill binding slots
  • Werewolf – Allow Werebear form to directly change to Werewolf
  • Werebear – Allow Werewolf form to directly change to Werebear
  • Feral Rage – Increase duration by 0.4 seconds per skill level
  • Shockwave – Re-examine damage numbers after the Shockwave nerf (as a result of fixing a bug) from patch 2.6
  • Fury – Add +3 Damage per skill level, starting with 3 at skill level 1

Paladin - Combat

  • Zeal – Add +2 Damage per skill level, starting with 2 at skill level 1
  • Blessed Hammer – Decrease the damage per synergy level from Blessed Aim from 14% to 12%
  • Vengeance – Decrease mana cost from 4 to 3 at skill level 1
  • Vengeance – Decrease scaling of mana cost from 0.25 to 0.1 per skill level
  • (Desirable) Vengeance – Allow vengeance to apply to damage sources from “Damage +” modifiers such as from Grief
  • Conversion – Add +20% bonus attack rating per skill level, starting with +40% at skill level 1
  • Conversion – Decrease Conversion duration from 16 seconds to 10 seconds
  • Conversion – Ensure that monsters killed by converted monsters grant experience to the Paladin and his party members
  • Conversion – Ensure that monsters killed by converted monsters are affected by gold find and magic find bonuses that the Paladin has
  • (Desirable) Auras – toggle/change aura states on any actor immediately when they become a friendly or foe
  • (Desirable) Auras – remove the conflict/cancellation effect of two competing auras where the lower level aura is cancelled out by the higher level aura

Sorceress - Cold

  • Frost Nova – Decrease the NHD timer from 4 to 2 frames
  • Frost Nova – Decrease the damage per synergy level from Frozen Orb from 10% to 7%
  • Blizzard – Decrease the damage per synergy level from Ice Bolt from 5% to 2%

Sorceress - Fire

  • Fireball – Decrease the damage per synergy level from Fire Bolt from 14% to 8%
  • Meteor – Decrease the damage per synergy level from Fire Bolt from 5% to 3%
  • Meteor – Increase the damage per synergy level from Fire Ball from 5% to 6%
  • Hydra – Decrease the damage per synergy level from Fire Bolt from 3% to 2%
  • Hydra – Decrease the damage per synergy level from Fire Ball from 3% to 2%
  • Hydra – Increase the max hydra count from 6 to 9
  • Hydra – Decrease the mana cost by 3 mana across all skill levels

Sorceress - Lightning

  • Nova – Decrease the NHD timer from 4 to 2 frames
  • Nova – Decrease the damage per synergy level from Static Field from 5% to 3%
  • Lightning – Decrease the damage per synergy level from Nova from 8% to 4%
  • Teleport – Increase the mana cost by 3 across all skill levels (with a floor of 6 mana instead of 1 mana)
  • (Desirable) Teleport – Make Teleport subject to the same penalties that running has on defense and block chance as long as the character is in cast animation for Teleport
  • Chain Lightning – Decrease the NHD timer from 4 to 2 frames
  • Chain Lightning – Decrease the damage per synergy level from Nova from 4% to 2%

Quality of Life changes

Overview

  • Remove barriers that inhibit the class or build from being able to excel, or barriers that don’t serve a sensible purpose

Amazon

  • Change the Faster Cast Rate breakpoints to be inline with the Druid (human form)

Druid

  • Allow using the following skills while in Shape Shifted form:
    • Teleport
    • Telekinesis
    • Barbarian Warcries

Mercenaries

  • Allow the Act 2 mercenary to activate their aura as soon as the player enters the game or when the mercenary is hired or revived.

Chance to hit

  • Increase the chance to hit cap from 95% to 100%.

Item changes

Overview

  • Make defense have more of an impact on survivability
  • Improve under-used or slower weapons to offset the relative impact of the skill changes above
  • Make useful weapons while playing through the game more findable by improving the odds of Magic/Rare/Crafted weapons spawning with useful mods for weapons
  • Change controversial runewords or runewords which show clear signs of being disproportionately powerful
  • Desirable: Changes to underlying game mechanics, even if small. Those will be flagged as “Desirable”

Runewords

  • Spirit – Apply new or modified varying rolls to the following mods:
    • +15 to +35 Faster Cast Rate
    • +10 to +22 Vitality
  • Grief – Change required runes from “Eth Tir Lo Mal Ral” to “Eth Tir Lo Jah Ral”
  • Mosaic – Reduce the chance to not consume a charge from 50% to 10%
  • Insight – Reduce the skill level of Meditation from rolling between levels 12 to 17 to rolling between levels 6 to 8
  • Honor – Increase the Enhanced Damage from 160% to 220%
  • Honor – Increase the Deadly Strike chance from 25% to 33%
  • Honor – Add +100 Defense
  • Strength – Increase the Enhanced Damage from 35% to 90%
  • Strength – Increase the Strength bonus from +20 to +40
  • Zephyr – Increase the Enhanced Damage from 33% to 50%
  • Zephyr – Increase the lightning damage from 1-50 to 1-80
  • Fury – Increase the Enhanced Damage from 209% to 359%

Armour

  • (Desirable) Reduce the run/walk penalty for the following items
    • Medium Body Armour – Reduce the penalty from 100% to 65% for that item piece
    • Heavy Body Armour – Reduce the penalty from 100% to 30% for that item piece
    • Medium Shield – Reduce the penalty from 100% to 65% for that item piece
    • Heavy Shield – Reduce the penalty from 100% to 30% for that item piece

Weapons

  • Increase the base damage on weapons by +1 average for the following weapon types:

    • All Normal Crossbows
    • All Normal 2-Handed weapons of the following types – Swords (2-Handed damage only), Axes and Maces
    • War Hammer
    • Tulwar
    • Twin Axe
    • Spiculum (Throw and Jab)
  • Increase the base damage on weapons by +3 average for the following weapon types:

    • All Exceptional Crossbows
    • All Exceptional 2-Handed weapons of the following types – Swords (2-Handed damage only), Axes and Maces
    • Battle Hammer
    • Hydra Edge
    • Ettin Axe
    • Ghost Glaive (Throw and Jab)
  • Increase the base damage on weapons by +5 average for the following weapon types:

    • All Elite Crossbows
    • All Elite 2-Handed weapons of the following types – Swords (2-Handed damage only), Axes and Maces
    • Legendary Mullet
  • Increase the ceiling on superior rolls on weapons from 15% enhanced damage, +3 attack rating to 35% enhanced damage, +15 attack rating.

  • (Desirable) Change the durability loss calculation on weapons with durability to make weapons last longer before needing to be repaired

  • Alternatively, increase the baseline durability across all weapons with durability, with the repair cost to stay the same for repairing a broken weapon to be fully repaired

Magic, Rare and Crafted Weapons

  • Apply maximum ilvl values on various lower level affixes on Magic, Rare and Crafted Weapons to allow higher level affixes (especially enhanced damage, min damage, max damage) to roll significantly more often.

For example

  • Add a second tier “Cruel” prefix that can spawn on Magic, Rare and Crafted Weapons ilvl 88 and above with 301-330% enhanced damage.
  • Allow the “of Swiftness” suffix to spawn on Magic, Rare and Crafted Missile Weapons

Charms

  • Apply maximum ilvl values on various lower level affixes on Charms to allow higher level affixes (especially max damage and attack rating) to roll slightly more often.

For example

  • Increase the minimum damage roll on “Bloody” prefix on Grand Charms from 1-3 to 1-7.
  • Increase the minimum damage roll on “Sanguinary” prefix on Large Charms from 1-2 to 1-5.
  • Increase the minimum damage roll on “Red” prefix on Small Charms from 1 to 1-2.

Horadric Cube Recipes

  • Change the “6 Perfect Skulls + 1 Rare Item” recipe to be “4 Perfect Skulls + 1 Rare Item” to allow 4x2 rare items to be used in this recipe
  • (Desirable) Change the “1 Ral Rune + 1 Amn Rune + 1 Perfect Amethyst + Normal Weapon” recipe to roll with a minimum of 2 sockets on the item (unless prevented by the ilvl, quality or type of item)
  • (Desirable) Change the “1 Tal Rune + 1 Thul Rune + 1 Perfect Topaz + Normal Body Armor” recipe to roll with a minimum of 2 sockets on the item (unless prevented by the ilvl, quality or type of item)
  • (Desirable) Change the “1 Ral Rune + 1 Thul Rune + 1 Perfect Sapphire + Normal Helm” recipe to roll with a minimum of 2 sockets on the item (unless prevented by the ilvl, quality or type of item)
  • (Desirable) Change the “1 Tal Rune + 1 Amn Rune + 1 Perfect Ruby + Normal Shield” recipe to roll with a minimum of 2 sockets on the item (unless prevented by the ilvl, quality or type of item)

Unique items (to be migrated to a separate thread?)

Overview

  • The focus of unique items is to make them more attractive options to use while preserving the fantasy or historical context of the unique item. Removing aspects of these unique items that make these items… unique… is to be avoided
  • Making unique items directly competitive to end-game runewords is not strictly necessary, unique items can also be buffed to open up new niche or sub builds that are fun to play or experiment with, or help enable melee characters or SSF characters progress easier through to the late-game stages

General

  • (Desirable) Add new graphics to existing unique items to add extra aesthetical properties to them.

Bartuc’s Cut-Throat (Greater Talons)

  • Add +1 to +2 to Claw Mastery

Firelizard’s Talons (Feral Claws)

  • Add +1 to +2 to Fists of Fire

Shadow Killer (Battle Cestus)

  • Add +1 to +2 to Shadow Disciplines
  • Add +1 to +2 to Shadow Warrior

Blastbark (Long War Bow)

  • Increase the Enhanced Damage range from 70% to 130% to 120% to 170%
  • Add 10 to 20 fire damage

Eaglehorn (Crusader Bow)

  • Increase the Dexterity bonus from 25 to 40

Blood Raven’s Charge (Matriarchal Bow)

  • Change the UI graphic to represent a 4x2 weapon slot weapon.
  • Increase the level of Revive charges from level 5 to level 12
  • Increase the number of Revive charges from 30 to 60
  • Add 7% Chance to Reanimate as: Hungry Dead
  • Add 7% Chance to Reanimate as: Returned
  • Increase the Enhanced Damage range from 180% to 230% to 200% to 260%

Pus Spitter (Siege Crossbow)

  • Change the Chance to cast Lower Resist on striking from 4% for level 1 Lower Resist to 8% for level 3 Lower Resist

Hellrack (Colossus Crossbow)

  • Increase the number of open sockets from 2 (no varying roll) to 2 to 5 sockets

Gut Siphon (Demon Crossbow)

  • Add +30% Increased Attack Speed
  • Add +30% Deadly Strike

Doombringer (Champion Sword)

  • Remove the indestructible property
  • Increase the maximum durability from 40 to 120
  • Increase the maximum life from 20% to 30%

The Grandfather (Colossus Blade)

  • Remove the indestructible property
  • Increase the maximum durability from 50 to 150
  • Increase the Enhanced Damage range from 150% to 250% to 240% to 280%
  • Increase the bonus attack rating from 50% to 100%
  • Add 2 open sockets
  • Add +5% to Experience Gained

Ondal’s Wisdom (Elder Staff)

  • Increase the plus to All Skills from a range of +2 to +4 to +3 to +5
  • Increase the Faster Cast Rate from 45% to 55%
  • Increase the Energy from a range of +40 to +50 to a range of +100 to +120
  • Add +8 Mana after each kill

Mang Song’s Lesson (Archon Staff)

  • Increase the Faster Cast Rate from 30% to 55%
  • Increase the minus enemy fire, cold and lightning resist range from 7% to 15% to 12% to 22%
  • Add Level 10 Meditation Aura when equipped

Arioc’s Needle (Hyperion Spear)

  • Change the level requirement from 81 to 71

Steel Pillar (War Pike)

  • Increase the Enhanced Damage range from 210% to 260% to 260% to 440%
  • Increase the Increased Attack Speed bonus from 25% to 35%
  • Add +600 attack rating

Death Cleaver (Berserker Axe)

  • Increase the Life after each kill from a range of 6 to 9 to a range of 8 to 18

Stormspire (Giant Thresher)

  • Increase lightning damage from 1-237 to 1-719
  • Change the Chance to cast Chain Lightning when struck from 5% for level 5 Chain Lightning to 9% for level 24 Chain Lightning
  • Change the Chance to cast Charged Bolt when struck from 2% for level 25 Charged Bolt to 12% for level 25 Charged Bolt
  • Add a 35% Chance to cast level 25 Nova when you kill an enemy
  • Add Requirements -30%
  • Add +30% Faster Cast Rate

The Gavel Of Pain (Martel de Fer)

  • Increase the Amplify Damage charges from 3 to 10

The Cranium Basher (Thunder Maul)

  • Change the Chance to cast Amplify Damage on striking from 4% for level 1 Amplify Damage to 7% for level 7 Amplify Damage
  • Increase the Enhanced Damage range from 200% to 240% to 240% to 360%
  • Change the level requirement from 87 to 77

Ethereal Edge (Silver-Edged Axe)

  • Increase the Enhanced Damage range from 150% to 180% to 150% to 250%

Hellslayer (Decapitator)

  • Increase the Enhanced Damage from 100% to 120%
  • Add +50% Fire Skill damage

Executioner’s Justice (Glorious Axe)

  • Increase the Enhanced Damage range from 240% to 290% to 270% to 330%
  • Increase the Chance of Crushing Blow from 25% to 35%
  • Add +15 Mana after each kill
  • Add +15 Life after each kill

Gladiator’s Bane (Wire Fleece)

  • Change the level requirement from 85 to 75

Arkaine’s Valor (Balrog Skin)

  • Increase the Vitality per level from 0.5 to 1.25
  • Change the level requirement from 85 to 75

Leviathan (Kraken Shell)

  • Increase the Enhanced Defense from a range of 170% to 200% to a range of 200% to 240%

Templar’s Might (Sacred Armour)

  • Increase the Offensive Auras skills from a range of +1 to +2 to a range of +1 to +4
  • Add Requirements -20%
  • Add +100% Enhanced Damage

Tyrael’s Might (Sacred Armour)

  • Increase the Faster Run/Walk bonus from 20% to 50%
  • Increase the strength bonus from a range of +20 to +30 to a range of +30 to +70
  • Increase the damage to demons from a range of 50% to 100% to 100% to 220%

Hellmouth (War Gauntlets)

  • Change the Chance to cast Fire Storm on striking from 4% for level 12 Fire Storm to 4% for level 20 Fire Storm
  • Change the Chance to cast Meteor on striking from 2% for level 4 Meteor to 6% for level 13 Meteor
  • Add +10% Fire Skill damage

Thanks for taking your time to read through these suggestions.

Comments welcome. Agree to disagree if you must, but any comments that display attitude or are uncivil or mean-spirited in any way will be completely ignored or in some cases reported.

3 Likes

(above is part of my post)
Check out the post by Zax"Druid skill rework concept"

Edit: And if adding teleport while shifted, might as well add shouts.

2 Likes

I think these are some good suggestions.
I personly would tone down the Buff on Whirlwind to +1 Damage per Skill level, just because it sees more use than the other combat skills.

I assume the linear Damage Boost to Weaponskills should be affected by %off-Weapon-enhanced Damage?

p.s. Teleport is a Lightning Skill.
Grasping at nerf straws with this one.

Sigh…all this Sorceress hate, Hammerdin OP.
Y’all are seeing the builds from the end-game, fully geared POV.
We’re supposed to become GODS at end-game. It’s the payoff from time invested(at least in my case = Time - not referencing 3rd party nonsense which grants access to anything and everything at a whim).

You want to bring UP other classes or builds? Do it.
Leave the top tier alone. They’re the benchmark and have been forever.

JW where the call-to-nerf Javazon is?
I set aside my Sorc …got bored, put my FOH on a shelf - was fun but limited in range/scope of farming…
Now,
I’m currently running a Java with decent gear, all self-found(Minus infinity - that was gifted by a friend who bought cheap because it was non eth elite base - otherwise I wouldn’t be having as much fun w Java…).
She’s so much faster than my Blizz Sorc it’s not even funny.
Her eHP scales so high with D/A/E that: 5% Lite res in p1 to p8 I have no issues with Souls.
She kills Bosses in seconds.
Clears screens.
I’m rarely ever threatened and barely ever take significant damage.
Granted I also actively use one of the strongest Utility skills in the game: Decoy.
(p.s. Your ICE p8 Cows clear would’ve been faster than Fire if you employed Decoy in the run - nice vids btw)

Moral of the story - These “OP” builds are all locked behind an end-game gear wall.
If someone puts the time, effort and diligence into their build - they should be rewarded with Power.
You want other builds to be nearer in Scope and Power?
Petition for it.
There’s lots of work to be done with this game - should the Devs decide to do so -
The direction should be Forwards, not backwards.
This isn’t D3 where everything is dialed up and down each season. There are no GR’s setting X ceiling or benchmark.
The builds at the Top ARE the Benchmark!

1 Like

Sorry, I respectfully disagree with pretty much everything you’ve said [with respect to power levels of characters] but thanks for pointing out that I’ve misorganised the Teleport skill into the wrong category.

Edit: Fixed.

See:

At skill level 40, you’d see the number of Lightning Fury bolts decrease from 41 to 25. This will still make Lightning Fury strong at higher gear levels, but noticeably weaker at lower skill levels, so the power curve will not be felt until more end game gear is attained.

Well I agree with some of what you said and disagree with other points.

The Calls to Nerf are just tiring in an old game.

(p.s. I am 100% correct about the use of Decoy though haha)

P.S. I’m not even Spec’d for LFury. That’s just where my remaining points are dumped.

Thanks, I’ll look back at those. Assuming that’s true, the same could be employed for fire. The difference between cold and fire is cold freezes monsters in place which reduces the tendency for monsters to stay clumped up.

The problem is it’s impossible to balance this while at the same time not making party play or solo players 1 play too easy.

The game doesn’t feel fun when you’re not feeling challenged and there’s little incentive to build highly geared optimised characters if you start off too strong right off the bat.

The point of the balance changes is to 1) balance comparative strengths between the classes, 2) provide enough challenge for under-geared builds and 3) still preserve the fantasy of the character that you’re building.

And so yes they are nerfs, but I kept them very light for the reasons above.

this is too personalized.

there is no point in nerfing damage due to sunder charms. you might as well just remove sunder charms.

1 Like

Could get behind most of these changes, some feedback though:

If anything the defensive passives in the amazon might need a nerf, would be nice with some passive movement speed earlier, problem is that passives is pretty much a buff to Javazon, since atleast the physical variety doesn’t run + skills.

NHD of 2 or 4 doesn’t matter when the attack is at 7 fpa?

They do already don’t they, however won’t change anything unless sources of - resists % also applies to minions/traps/hydra etc.

Just +1 Imho, hate random rolls on + skills

Nerfs to Hammerdin/sorc/java is so small it won’t be noticable imo. But guess it could be a start :stuck_out_tongue:

:smiley:

The change that should happen or at least the one I’d like to see, is to remove the chance to hit or at least make it go to 100% chance as this is very unfair to melee classes/builds due to magic attacks being near enough 100% to hit. I’ve tried all classes for a melee build except for the necro and the amount of hit markers that happen at 95% in a row is stupid. I understand that 5% still means a chance to miss but missing as many hits at 95% is rubbish for any game.

Some very good suggestions but I would also like to see more uniques added or body armor runewords instead of almost every endgame build relying on Enigma mainly for the Teleport (some for strength as well but mainly Teleport).

I would also like to see mercs AI being alot better than whats displayed. This means they follow you as if being controlled rather than them getting trapped in a room or stairway. Waiting for them to Teleport to you or you use Teleport to get them to follow you is time wasted.

Also, I know that 2.6 patch notes are not released (finalized) but Sunder Charms should come to offline mode as well as the previous season runewords.

Teleport

  • added 0.5 sec CastDelay
  • added debuff: 0 fire, cold, fire, resistances while casting frames

we agree on this one

You’re probably right, I’ll adjust this.

Yes correct :slight_smile:

Can you expand on why? Sunder charms made it easier for single element builds to deal damage to all monster types, eliminating any real disadvantage that they had over dual element spec builds.

I think your point about the passives are valid enough to discuss further, but I still would promote having the movement speed bonus on evade, even if it means another change is suggested to address your concerns separately.

Yes, but NHD prevents multiple bowazons playing in the same game.

I tested it after they announced that it was added, but it still wasn’t working. Maybe something changed since then though?

I see what you mean, but it’s also one of the reason why Spirit is quite strong. No other shield has +2 all skills in the game and Spirit is made with all low level runes (even though a Monarch base is needed). I also don’t like the idea of changing the runes for it. Tough one.

It’s likely too light, just proposing something to at least go into a PTR with rather than a finalised idea.

I will add that one, I liked that idea when I saw it in another thread.

I do too, not necessarily in scope of this thread but I support this idea.

I don’t see this happening ever, too disruptive to builds that already use it and I imagine lots of counter balancing needed to make this a change that people are happy with.

Sort of, I was thinking more like how magic arrow works, where it adds damage that can be multiplied by off-weapon enhanced damage. For example:

Whirlwind @ Level 20 on a character with 1200% off-weapon enhanced damage – +20 damage * 13 = +260 min and max damage to the character screen.

How about making the Mercs not lag behind? Enigma is mandatory on builds just to reposition that Act 2 Idiot.

Disagree hustle is great brings physical builds closer to scaling the impossible gap that caster builds currently lead on. This thread is basically the same as the other ones you’ve made. We get it you really don’t like hustle. Maybe blizzard will listen to them maybe not, its up to the blizz gods at this point.

For what it’s worth, regardless of where we stand on the hustle, we both share the same concerns: classes are imbalance.

This thread represent my views on what would be sensible balance changes to implement. Would like to know if the listed changes are going too hard or way too soft.

1 Like

this wont make anyone ditch FI and synergy to invest in increased stamina
heck, i dont even have points to invest in double swing
and my BO is only half way from maxed

1 Like

Thanks for the feedback. Do you mind sharing your build in more detail and what parts of the build are most painful for you at the moment?

gear:

  • chamed aface
  • dual grief
  • enigma
  • string
  • High Lords
  • gore
  • LoH
  • 2 dual leech

char:

  • 20 frenzy
  • 20 blade mastery
  • 20 FI
  • 20 FP
  • 11 BO
  • 1 to: bsrk, leap, increased stamina, increased spd, iron skin and natural res

lack of skill points
no reason to lose more loot to gain some QoL or any dmg that wont compensate the loot lost

2 Likes

First of all, blessed hammer should not work with concentration period. But to fix it, the skill was meant to be half phys half magic so good luck.

1 Like