There have been many topics discussing FHR and I have to acknowledge and thank Blizzard for at least trying to fix how FHR currently works on live D2R.
If people don’t already know, on live D2R, there is no weapon-swap-glitch (WSG), like on LoD that allowed you to escape hit recovery animation. This lack of WSG allows classes that cause hit recovery frequently (especially assassins), to be extremely dominant in PvP. Many of the top winners in community tournaments have been assassins in D2R. It feels extremely un-fun to be mindblasted and stacked with wake of fire traps and not being able to move or do anything. Obviously this is not ideal so in PTR 2.4, Blizzard/VV has tried to address this by implementing what they call diminishing returns on faster hit recovery.
The problem is, this isn’t diminshing returns, or at least what I would understand diminishing returns to be. In the current 2.4 PTR iteration of faster hit recovery, when an enemy is first put in to hit recovery, there is a fixed duration of time where the character is basically immune to any hit recovery. This does not diminish, it is fixed.
Rather than complain about it in text, I did the testing to show how it looks. Judge for yourself.
2.4 FHR Testing Assassin v Necro
Now this could arguably be an improvement to the current hit recovery mechanics of live, since you will no longer be bogged down by infinite mindblast spam (especially in team duels), but there is a more insidious side effect. It promotes defensive gameplay and no longer rewards aggressive gameplay. If a character does not get put in to hit recovery as often, characters that play aggressively, like teleporting barbarians, smiters, hammerdins, are much weaker since they can’t lock down their opponent as often. Ultimately this will create a meta in pvp that favors more defensive play and may lead to excessively long duels (especially at high level). In my opinion, it’s just not fun.
A good example of how the fun is removed is the nerf of the foh/smite combo.
Good paladins all know this trick: You smite your opponent to put swirls on them. Once they have swirls you cast fist of heavens to put them in to a guaranteed hit recovery animation, and then immediately teleport stomp on them, then cast hammers or smite again. It’s an exciting and mechanically difficult combo to pull off in the heat of a duel. But pulling it off feels so satisfying. In the PTR, this combo is extremely weak, since after the first hammer after the foh-tele, the enemy is put in to ‘unstunnable’ frames. It’s sad to see that it won’t be as rewarding:
In summary, this is a video game, and in my opinion, fun should be maximized. The intention of the FHR changes to reduce the amount of overbearing stuns is good, but these changes went too far.
My recommendation is actually make FHR diminishing, or better yet (fingers crossed), add back in the weapon swap glitch.