How to nerf mosaic

Admit it, it’s the most OP thing we’ve ever seen. This can’t escape a nerf. The question is how to nerf it.

There are 3 ways to nerf

  1. Maximum Charge Limit = 2
  2. reduce the number of dragon talon kicks
  3. -n% to cold/lightning/fire skill damage to Mosaic
    BUT NEVER nerf 50% chance
4 Likes

No. Implement this - oh damn it over-performs so let’s nerf that!!@!1!

Let’s look at Cold Master and Sunders.

Implement Sunders and Oh snap - let’s REDACT our statement about “Cold Mastery being totally 100% perfectly fine…” and suddenly it’s “overperforming” and nerfed now.

No. No. No.

Because they ADD a broken item and something 1,000,000% FUNDAMENTALLY, statistically and functionally foreign to Diablo 2 does not in any way, shape or form justify a modification or nerf of an ORIGINAL MECHANIC/Skill.

Stop!

The problem is not with the game but with the school of thought and foundation upon which the modern Blizz developers stand upon.
They do NOT. Know. D2.
The DO Know WoW/D3.
Conditionals. Stipulations. Do x then Y whichs adds double Z while x+2 item rotates and y Cooldown is blurgety blarbed… = Ultimate slurpy derp pwnage hurr durr.

There was zero reason for this mechanic to be added to the game.

7 Likes

The 50% chance to not consume charges with the charge refresh is the main culprit.

If the ctncc would be lowerd to 33%, than x2 is 66% which would be more than enough paired with the refresh. BUT! MAsin would be clunky to play and the dmg out put very inconsistent. Makeing it a build no one would use. Again.

3 Likes

Problem:

Before the expansion hit – druid and assassin elemental damage was made to be similar to that of the sorceress, while the sorceress still had Mana Reduction as her lightning mastery and lower damage.

When the expansion hit, it introduced two new classes – both of whom had elemental damage output was roughly one quarter of that of the sorceress.

Traps saved the assassin due to their sheer numbers adding up.
But elemental claws and druid fire skills were always underperforming.

Solution:
Make a runeword that makes charges infinite and that are procced on every single hit from a 4-5 frame multi-attack.

No.
Really.
Just make Dragon Talon only activate charges on the first or last hit.
And just buff non-sorceress elemental damage until it’s roughly half of the sorceress’ damage output at max level max gear.

…and just remove the cheesy % chance to not consume charges.
Rather rework the skills to expend one charge per hit and rework the finishers to have scaling crushing blow, open wounds, and deadly strike.

ez. one element at a time.

but honestly its hardly as strong as hammer, lightfury, light sorc, oh and ironically lightning trapper. trapper is far stronger than MA mosaic lol nobody even knows yet.

1 Like

Imo, it should not refresh the duration. Keep 100% chance to retain charges up, you’ll have a small window when you deal absolutely god tier damage, but then you’ll have to stack them up again. It makes charge management a thing again, now you just charge everything up and can put throw/finisher on LMB for all you care because you’ll never need to charge again, unless you go to another zone.

As someone else said, chance to keep charges should be built in one of her passives. Something like 50% from skill, 50% from a mosaic and that would open diversity for a different claw in the offhand.

You can even introduce items (or modify old ones) that increase the charge duration so you leverage that 100% chance better (if they were to not keep refresh on mosaic). It’s not the hardest thing in the world to code I imagine, but nobody knows how spaghetti their code is. Still, the effort they put into new things is very low.

I think main problem of clunkyness is that martial assa have to charge up + use finishers. This combo is the main reason noone wants to really play her.

If it was streamlined to simple gameplay anyone enjoys it would be fixed definitely - example: just holding left button with Phoenix strike on it will release: first hit meteor, second hit chains, third hit cold orb. Then rinse and repeat. Simple gameplay. Removing interaction with finishers alltogether. Kicksin can be kicksin alone.

Otherwise charges + finishers interaction will always be problematic, as we can see it unfolding now… no way to fix it wisely, only such problematic ways as Mosaic 100% replenish charges.
You CANT count how many charges you have if its not 100%. so under 100% its clunky. at 100% its pretty broken with kicks.

The problem isnt the clunkiness. the problem is the clunkiness coupled with average or little damage. if you spend time building up damage you should be adequately rewarded with a big hit.

there are numerous ways to fix martial arts assassins.

I think it is. We disagree right here.

Trying to aquire 3 stacks, and could not even count it normally in a rhythm - cos you can miss (correct if wrong) attack. You can be blocked, fhr. Its not fluid 1,2,3 - release, 1,2,3 - release.
If its not fluid, its pretty bad to play.

In a middle of pack its hard to see orbs flying around you too. Maybe some “Counter” displayed above skills could help. But then I would just watch at the counter and not much on monsters, area generally - so its bad design too.

If it was fluid 1,2,3 - boom dmg, 1,2,3 - boom dmg, then more people would play it. But still gaining charges is slow, uncompetitive. Thats why Mosaic “fixes” it but its also bad how it got fixed.

Yeah that is why I think charges should completely be changed and Mosaic changed or abandoned.

My idea is mentioned here: Idea to rework MA skills to be Aura like - General Discussion - Diablo 2 Resurrected Forums

why nerf? i love it. it makes fun and is strong.

after years of amazon, sorc and pala S builts now there is finaly a new S build that make fun… im so happy for this new stuff.

MA assa was for so long years bad af… there should be nothing to nerf.

BTW if u combinate all skills together ur they dont hit each other because of the NHD, test it out. if u do only charges with phoenixstrike its takes also so long as u try kill uber diablo with all skills charges up. (tiger strike is better but if u do tiger strike + ice claws + all other its the same skill speed - it only looks cooler but u DONT do more dmg)

so if u want fun u use all BUT u DONT DO MORE DMG and if u dont want eye fun u only use 1 skill for good. litterly the same killspeed.

my personal change would be the function would be - give claw master with each skill a + chance do not consume a charge and if this skill on 20 (full) u have a 100% chance. i hate this diablo 3 like effect in runewords. better they buff skills so its playable with all things.

the guys who want a nerf doesnt even test it and only show it in stream. and mimimi WOW its so op… go and test it, u dont do more dmg if u combinate all skills - uber diablo tests.

2 Likes

Easy fix:
*Remove “chance not to consume charges” affix
*Add attack speed instead
*Double the skills damage
*Remove level part from “chance to hit formula” (this will massively buff all melees)

No its really not lol.

4 Likes

i bet 100 gul runes MA ele sin cant clear ubers as fast as my favorite youtuber in this video, or a pally smiter in 1:30.

1 Like

Just do what they did to screw every other class, and put charges on their own Next Hit Delay so while you can build charges at x speed and retain them, charges don’t actually effect every time they hit. That’s literally what they did to like 2 dozen abilities to nerf them because there’s no viable way to do it otherwise.

The prep time to find, kill, and revive that many crushers tho…

The boss kills may have been fast, but the setup time for that is horrific.

It’s really easy to fix without reducing the charges not consumed to less then 100% and completely destroying the flow of the Assassin. Just add a cooldown on the spells how often they can trigger.

Don’t know exact numbers so use example numbers now: If your kick as it is now can trigger spells 4times per second, add a 0.5sec cooldown so it can only trigger 2times per second. Reducing both damage and visual clutter to half.

Done, fixed. MA Assassin keep it’s new buffed smooth gameplay but balanced damage vise.

1 Like

look at how slow new MA sin is at killing cows… my javazon deletes these i can barely find enough cows i kill them so fast.

im gonna be honest, MA sin need a little more buffs, but it looks so gaudy to me i probably wont play it unless its regulated to one ele type per cast so it looks beautiful and damage buffed, then it’d be perfect.

5 Likes

Delete it and pretend it never happened and buff martial arts another way that doesn’t break the game.

4 Likes

Not a fan of nerfing something that isn’t necessarily more powerful than the current top builds. I wouldn’t mind them capping max charges at 3, no matter what element though. This way people can focus on cold, fire, or lightning and still have the max amount for one element.