yes, it removes other options, like going phoenix 3, which is a worse version of the current op build. that suggestion doesnt fix the current issues with the build, it only worsens it… lol
yes, which is what im saying. why cant you understand that? please, if you’re going to reply to me, read what im saying…
the build is designed to multicast skills. the build is not designed to multicast skills at the rate they did before mosaic, or at the rate mosaic allows for.
I am, I’m not sure if you’ve type something I missed before I joined the conversation, walls of text don’t help either.
The fundamental mechanism is still the same though, gain charges and spend charges, you’re just getting a bonus as well for gaining charges.
That being said, I believe having Mosaic refund 1 single charge instead of 1 of each could be a reasonable alternative. You can either charge one art and then spam finishers or charge multiple arts and have to recharge them as you spend them.
here, i’ll recap what i’ve said for you since reading is too much of an obligation during a discussion:
- your idea puts the build back into how it was before mosaic with only a slight buff. the build was awful and not a single person played the build. your very minor improvement will not make the build fun or good to play.
- remove the mechanic from mosaic. make it the default for all charge-ups. remove the refresh stack on release mechanic. make it to where expiration only loses 1 charge instead of the whole stack. this shifts the system away from permanent uptime because releasing doesnt refresh, but keeps it above 1 release = 1*stacks charges lost, which has been proven to be awful.
- nerf the aoe of chaos lightning significantly. make the aoe of phoenix strike scale with hard points.
- nerf base damage across the board by a solid %. nothing too crazy, but just knock some of it off.
- make chargeup skills always charge up regardless if the attack successfully hits or not (like charged strike). make the charges release regardless if the attack successfully hits or not or just keep the current mechanic and make releasing an autohit when you have a charge.
- make all chargeup skills able to have 40 hard points, and make it to where their post-nerf damage/aoe that they have at 20 hard points is now at 40 hard points instead, requiring double the investment for the same damage. reduce synergy power or remove it all together.
- nerf cobra strike into oblivion.
i would explain what this achieves to you, but you have a fear of paragraphs and i’m afraid i’ve already written too much for you to handle so i’ll leave it at that. if you’d like clarification as to the benefits of these changes, then i will write it again for you if you so ask.
First of all, 80% of what you just said was not in our conversation. Hate to break it to you, I just don’t find you important enough to look up every word you’ve written. What you’re suggesting is more balanced than the current mosaic by making it more annoying to maintain multiple charge types. Again if we’re going this route why not just make it an aura you equip or cast. I’m still going to try to play mosaic the same way with what you’re suggesting but now it’s even more annoying juggling multiple charges.
Mosaic was like what you suggested on ptr before inputs from streamers to add the timer refresh in. For whatever reason they didn’t enjoy the charges running out and having to recharge. Keeping track of what charges I have active isn’t my idea of fun.
But I do agree that martial arts builds have not been competitive in the past 15 years. Blizzard did not improve martial arts skills, but only increased them by adding items (rune words). It is assumed that there is no room for improvement of the skill or mechanism anymore. If the probability of not consuming charge is added according to the skill level of each finishing move, I agree with Mosaic’s nerf.
Why is there no talk of nerfs for Infinity, Martial Arts, Sunder Charm, and Teleport Skill? Are you pretending not to know? There were already many OPs before Mosaic.
sure it was, mid way through the conversation, i linked my reply where i originally said most of that since i realized you hadnt read it. you simply responded with “yeah paragraphs are a nogo”. so its simply your fault you didnt read it lol
nope. it was not. randomly losing a charge is different from you knowing the order of the charges you built up and being able to understand time within the span of 15 or however many seconds. and my suggestion for recharging is still different. before, you would have 15 seconds to oblierate before restacking all 3 charges. with my suggestion, you have 15 seconds to obligerate before restacking 1 charge. i find it ironic you’re commenting on that, your suggestion restores it back to the original system which is even worse lol
Like I said I’m not looking up every word you’ve written. You posted a link you didn’t write anything, if you don’t have the patience to write, I don’t have the patience to read.
Why not just double the duration to 30 seconds or give an indicator on how much time you have on each charge, you really going to notice how many glowing balls are spinning around you in that spam fest? Instead of indefinite you’re just trying to delay it. It’s more forgiving but you’re still having to keep track and rebuff every 15 seconds.
I’m for buffing MA skills while keeping true to the original play style. Call me old school but I want to play Diablo not a mod.
don’t get me wrong i’m for that too, but i think its impossible. i think the original mechanical design prevents it from being good. i truly believe there is nothing you can do, not even with your change, to bring back the original playstyle and have it feel good and rewarding. thats the only reason im getting a little more “mod changes” style with it
why should i have to write it again? it’s already written, all you had to do was click the link to autojump to the post inside this thread and read it. but no worries, i wrote it again for you. but don’t blame me for not reading something that was already in the thread you were responding to.
i’m not deadset on my suggestions or anything. i think its the best way that i can currently think of to keep the build somewhat close to how it is post-mosaic without all the issues mosaic brings and trying to make it a balanced build. you’re right in that it won’t be the easiest to keep track of your charges. but i think its still significantl easier compared to losing them based on a % chance like some people are suggesting. sure, you wont know the exact time you lose a charge. itll be hard to see when you formally lose it. but i dont think people willw ait until its lost to recharge it. they can just internally count to 10 and recharge each chargeup theyre using once more time and continue going ham for the next 10 seconds. at the same time the power of the skills were greatly lowered and the aoe significantly lowered to not make it so visually oppressive or overpowered.
They can simply fix the special affix to
50% chance for finishing moves to consume only 1 charge per (different) charge up skill
So all of the buffs have a 50-100% chance to spend only one orb for each skill that has charges.
And remove the elemental damage buffs which are also kind of overkill.
nah, having RNG in which charges you keep is bad. blizzard designing it with the intent to RNG which charges you keep or lose was terrible, and its why everyone wanted 100%
I get it. What about 50-100% Chance to consume only 1 of your 12 orbs? Or however many? So essentially your getting 12 attacks in a row that decrease in power lol. I already know you dislike this.
We want to fix MA not just nerf it. Anything less than 100% makes mosaic trash. It’s not the % that’s the problem, it’s the fact that it’s on an item rather than the skills and the nature of the refund mechanic that makes it broken. They will have to rethink how the mechanic interacts with the skills.
Bug Report (in game trolling movie)
I think the best method is to adjust the probability of not consuming Mosaic’s charge from 50% to 25-30%.
And
Fix finishing move (assassin’s martial arts)
-
Dragon talons
skill point 2% chance per 10 lv not to consume martial arts charge. -
Dragon tail
skill point 1% chance of not consuming martial arts charge per 1 lv -
Dragon claw
skill point 5% chance of not consuming martial arts charge per 10 lv -
Dragon flight
skill point 8% chance of martial arts charge per 1 lv Chance not to consume
I would like to know what we are going to do with:
Bartuc’s Cut-Throat (Greater Talons)
Jade Talon (Wrist Sword)
Shadow Killer (Battle Cestus)
Firelizard’s Talons (Feral Claws)
Ideas on how to make MA work with these items is for me the most important point of the thread.
If the correction of this mess that mosaic made will be done directly in all the MA skills, if the claws and maybe even other weapons, received these mechanics I do not know.
My sugestion. Test server and that the dev team commits to make occasional updates on this server to enable something that does not make all MAs the same.
Then let it be junk.
Then buff the skills and we can go back to playing builds, not weapons. Why can’t mosaic just BE junk? lol There are tons of junk RW’s in the game already.
After Mosaic returns to the trashheap we can just buff MA skills. Until it does, we can’t.
Exactly, i think everyone here understand that ma skills need some changes, but Mosaic having special mechanic makes it just impossible to balance well because you always end up with same issue. Mosaic is better than any other claw. Its so bad because now we have to balance multiple skills because of one item. Thats why i wanted remove mosaic in the first place. It was mistake to add it, remove it/deactivate it and then we can start balancing skills abd changing them so MA feels great to play in general. Then we can add new runewords which might benefit one of different builds of MA assassin, but not all of them which use charge up skills.
My issue with devs is that instead of actualy properly adjusting skills which is harder, they go easy route and add item trying to balance all at once.
wut
on a scale of 1 to 10, how high are u rn