How to nerf Blessed Hammers properly

Its an old game long past its prime, 2001-2005

I agree that this could be part of the solution

Would clearly be majorly less effective on masses but still on bosses

The game is not a year old yet

Stop trying to allow blizzard to do a cashgrab based on ā€œit’s an old game therefor you should have your money’s worth of improvementsā€

I’m not sure about the synergies you’ve selected.

But that is pretty clever. This could even work if you have the same damage output from more noticeable number of points invested.

How about no nerfs and they buff other classes to match damage output?

What about requiring hammer or scepter to use blessed hammer skill as a penalty?

Because Bh is a single build that is so far ahead from everything else

Buffing everything else to its level would be

  1. a crapload of work
  2. trivializing the game
  3. a foot in the door of powercreep

When walk on a wooden balcony and stuck your shoe in a nail that pops up, do you hammer it down or pull out all the other nails?

just make him squishier
less resist, less block. less def

What is abundantly clear is the community can rarely agree on a path forward for any change. This is the reason developers are so hesitant for implementing change.

can you clowns stop spatting this stuff around.

You do realize the PTR /devs team doesnt actually play the game - and the characters they provided for PTR are wearing 15-30 HRs in gear & they see hammerdins as a issue now dressed up perf/near perf gear lmao?

Terror zones are gonna be somethin else

Another perspective is this could have been intentional by the developers to have justification for nerfing the hammerdin as they saw it broken during playtesting and wanted sufficent data to support this decision to avoid community backlash.

Good devs are confident in the effect of their changes

Regardless of the perception

Cutting sugar products in school might infuriate people but it’s better for everybody

Indeed… but also… pcomb price kinda was a good enough data imho lol

remove 1 synergy

he all know hammer are broken op

still pld will have 20 skill free to put some where and make nice build

Well yes and no

Removing a synergy allows him to put it elsewhere

That’s why I would make it 3 synergies instead of 2

And the total of those 3 would be a slightly less bonus than currently

So like 15-20% nerf + 1 synergy

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How about we leave the game as was for past 20 years and u go wait for d4 huh?

Tell that to patch 2.4.

It’s time to knock down the hammerdin a peg or two, he’s been five pegs up from the second strongest builds for almost 19 years.

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How about You realize this is NOT LOD . Devs already called d2r a ā€œliveā€ Game … changes are needed for the good of the Game .

Don’t care a rats tail about hamerdins… where are the melee fixes! Buff melee , buff 2handers!

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Yep

And also… the ā€œbut it’s been like this for 20yearsā€ argument can actually work both ways

It’s been like this for 20years, time to change

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Make hammers do half physical half magic dmg.
Hell monsters have 50% DR, so would cut the dmg down on monsters about 25-30%
Also it would allow people in duels to be able to shave off some of the unavoidable OP dps of hammers with DR.

Best nerf is to make the hammer hurt the hammerdin

Now you must dodge your own hammers

50/50 would actually make Hammerdins broken even more. MI would no longer be an issue for them since Physical bypasses it while the Magic portion handles any PI. Furthermore, Decrepify/Amplify Damage would remove Physical Resistance, thereby making the Physical portion that much stronger(you can’t reduce Magic Resistance despite it being 20-50 or the default 0 on quite a few monsters).

The best solution, to me, is to do three things.

  1. Remove Concentration aura perk
  2. Remove 150% Bonus to Undead(and Demon too if applicable)
  3. Set synergies to 35%(from 14%).

Although removing its piercing effect was on the table, Holy Bolt pierces targets so I figured I’d keep it. The net result of above is giving Hammerdins flexibility on aura selection(Concentration is no longer required) and Damage on Hammerdins is significantly reduced(roughly 50%, if not more).