Agreed, that would be a great change by strengthening melee across the board.
Aslong as melee hits one target at the time no amount of damage will ever even out the playing field since casters (specially when receiving sunder charms) already obliterate the entire screen
instead of 1-75, make it +10(same thing like grief, redeemer, etc). this will benefit all phys martial classes instead of most.
zeal? also, over-penetration with a spear results in lost spear. a sweep will do much less damage than a direct blow…blunt damage, that should ignore a portion of armor/damage resistance…but this rabit hole gets messy. better off with kingdom come
If that skill is made into exclusive single target, that would be nice, instead of hitting many mobs in a pack. That’s the job of AoE melee skills.
That’s the purpose of AoE skills right? Less damage for more AoE.
yeah but it would be less than half…these guys arent full blown Nephilim yet
I assure you the less than half damage will increase melee clear speed by at least 5 times. At least competitive with B tier casters
Good idea, but the 1-75 damage is multiple times better than now possible, so if in addition to something already pretty decent I think those nummbers need working or they while make every other damage jewel completely useless.
Would shake up the item choices for melee big time, probably to much.
I mean a Grisswold’s Pally could add 12-900 with +60% / -60% to it’s gear, no math done on it yet, but I recon this will put past the current melee standard quite a bit, especially if this would work like you’d expect and thus be multiplicitive with skill damage.
Really agree with the concept, however might need some work in the numbers.
Ive been waiting for some splash effect like in Project diablo2. Bouncing double throw would be nice too.
As you mentioned, instead of 1-75 damage as it might be too much, I toned it down to 25-45 damage as shown below…
Obsidian Facet
Required Level: 49
100% Chance To Cast Level 45 War Cry When You Level-Up / Die
Adds 25-45 Physical Damage
+3-5% To Physical Skill Damage
-3-5% To Enemy Physical Resistance
This is precisely why I hope that D2R is updated to allow Rings to have sockets (or corruption Gloves, Boots and Belt for a chance of a socket)
The sockets would be Jewel-only and have no effect for Gems.
lol everyone in this forum has the dumbest ideas
and i’m sure this horrid dev team is taking pointers, because they have no idea what they’re doing
i miss blizzard north
I started this thread to throw around an idea about finding ways to help physical builds. Maybe a new facet for the physical element wouldn’t work, but atleast allow us to have a discussion. If you think this is the dumbest idea, atleast provide your thoughts as to why?
Tbh I would pick 25-45 over 1-75 if I had to pick a jewel with damage, maybe it’s 3 damage less on average but it’s more stable.
So still think it’s to strong.
Basically the highest damage you could roll on a jewel is 18-18 (on a rare) or 20-0 / 0-30 on a magic.
So the 18-18 is the highest overall possible.
This Facet would simply blow that away.
If you would compare that to elemental facets it would also be an immense deviation from the norm.
Fire Facet 18-45, max on jewel 25-50 blue with only a suffix need and could even roll on a rare.
Lightning the same 1-74 vs 1-100 on normale jewels (magic and rare only 1 suffix).
Cold is more of an oddball where the facet has 24-38 vs magic/rare 5-15 (I guess they realized cold doesn’t really deal any damage on jewels and wanted Facets to have some, they should have buffed the suffix aswell imo but people only use small cold normally for cold effect).
But Fire and Lightning (the damage elements) deal 1.2 and 1.35 times more damage on jewels than facets, while taking up only 1 suffix (unlike physical they only have 1 aswell so can’t be increased further, but can have more prefix/suffix).
Physical would not be 1.2 or 1.35, but 0.51 and would need all prefix and suffix rolled perfectly on a rare jewel (chance 0.07% with a rare jewel of the correct level).
So to keep inline with the comparison (and would still be very stong for melee builds) you should be more in the 10-20 or 15 flat (this would be similar to Fire).
I think 30 max jewels would completely lose value even this thing would be in the game with 10-20 and even 18-18 charms would simply have no more value except for rarity.
I think you would still have a very strong facet compared to the elemental ones with 10-20, as here the damage is actually fully used (except on a Warcry builds).
Um… This facet is called a 40 ed / 15 ias jewel.
The physical damage has been changed to 10-25 based on your feedback. I think the concept is sound, but I guess I over-exaggerated on the damage . Plus, ideas are always better after a few iterations…
Obsidian Facet
Required Level: 49
100% Chance To Cast Level 45 War Cry When You Level-Up / Die
Adds 10-25 Physical Damage
+3-5% To Physical Skill Damage
-3-5% To Enemy Physical Resistance
I’ll be honest. I think the previous values proposed for the Facet were fine. Like someone mentioned earlier, with RW weapons and Enigma, there’s hardly any room for Facets at all.
We could just buff the flat damage (Min and Max damage) for other Jewels to keep them in-line with the Facet.
Also, buff Ohm % damage, and Jewel % damage as well.
This would give a buff to Physical damage-dealers (Barb, Physical Bowzon, Martial Arts Sin, Feral Druid, Melee Pally).
While Pally doesn’t really need a buff, the other classes and builds seriously do.
Either that, or keep your adjustment, keep Jewels the way they are, and just give +100-200 flat damage to all Physical Attack Skills (OR just buff the damage of all weapons in general by a comparable amount*). This would be the only compromise I’d be willing to accept if no further adjustments, because Melee - and most Physical in general - are significantly weaker than Caster builds in terms of clearing (due to forced Enigma and requires more itemization to be competitive).
Yes, I know that Physical builds are better-suited for Ubers than Caster builds, but I guarantee that +100-200 damage won’t be a game-breaker… they’ll still lack teleport without Enigma, and even with Teleport the range of Attack is low for Melee, and Amazons still need to manage space for Arrows.
There’s plenty of sources for % damage due to multipliers and synergies, but actual flat damage to make those multipliers meaningful is severely lacking.
Actually, I lied. There is ONE MORE concession I would be willing to accept if +100-200 to skills or buffed weapons would be considered too overpowered–
Just give the Physical Facet the Splash damage mod. That way Melee builds can be more competitive with farming content.
While BowZon has issues as well, they at least have the option to simply be Java for Cows or other farms. Barb doesn’t have this options and Fury Druid still has some problems even when fully geared. Trapsin is fine, but I’d like to see more Martial Sins. And sure, it buffs Paladin, but the buff would be more noticeable by the weaker builds mentioned.
Probably the class profiting most from the high damage on the facet.
I mean a quick calculation would change a 12424 dps Grizzy Zealot into a 40500 dps Zealot, not including the +60% Physical damage nor any Crushing Blow or resistances (as personally I would use amplify/decripify options in something like this).
So with the 60% physical damage the Grizz Zealot would go to 64800 dps and that’s just first gear that came to mind, only anni/torch in inventory.
Now I know this a cherry picked example (and was a bit rushed so might have some minor error but should not have big ones), but you can get more sockets if you want, just thought this was a nice example to show how adding these Facets to Grizz would multiply its damage over by over 500%.
Would likely see more glass cannon amazones as these charms could multiply their damage by about 200%
Now while I think melee should get somewhat closer to casters, it’s the unbalanced adding of damage that lead to casters rampaging through the game deleting content instead of fighting monsters like this game used to be.
I think balance should be created with skills not pushing all items higher and higher, leaving everything that cannot fit these things behind.
Thus balance between casters and physical should start by rebalancing casters.
Melee can still crush everything in the game, the problem we perceive is casters doing it faster, try to solve this with buffing and never nerfing and the endresult would be D3 like situations where you would need something like greater rifts so not every build one-shots everything and while that’s bad in itself, D2 doesn’t anything similar to give that artificial difficulty feeling so it would be 30 second ubers and hours of keyfarming in the end.
In short imo there is nothing wrong with melee (well underused skills and maybe the AR/Def balance could use some fixing, but I mean overall it’s fine), there is something wrong with casters and has been since 1.10.
I still think Splash is the most disgusting thing you could give melee, on a certain skill yeah can see that, to everything means killing melee and turning it into a pseudocaster.
I know some like it, but to me it’s basically removing melee from the game.
I agree Grief and Enigma make it hard for facets to exist. I think having another way to lower enemy physical resistance would be a welcome change, hence the reason for idea.
I don’t agree with this statement because even with Cleave, Melee still has to–
- Be near the enemy to attack (meaning mitigation is important)
- Still needs AS and Flat damage to make synergies/multipliers more effective
- Still needs AR (minus Grief*)
- Heavier emphasis on Resist (this is in line with more mitigation emphasis, but Melee doesn’t really have good options for dealing with ranged attackers like Ranged and Casters do)
- High stat requirements for gear, which means less points for mitigation (to equip Elite weapons and armor with good base values, more stat points go towards those requirements, and Dex is important for AR and Dex-items like Blades/Daggers. More points in STR and AGI means less points for VIT. BO makes up for this for Barb, but other classes need to get BO RW for reasonable mitigation bonuses.) You could argue that Sorc and Necro also have it bad when it comes to 4os Monarch requirement and 156 STR, but casters have less investment requirement for mitigation (due to ES synergy for Sorc and Damage-to-Mana conversion items like Tal Rasha Belt, etc) and have more freedom with gear (can wear STR/FCR rings since SoJ is not always optimal, +2/20 FCR/STR amulet, Torch + Anni, Shako and situational TGods) makes STR an easy stat to passively stack.
- DPS is still not comparable to Casters for clearing groups. Innately, it is fine for Melee to not be as good as casters for AoE farming, but the difference shouldn’t be as drastic as it is now.
- AS for breakpoints (AS is a bit harder to gear around, especially since some weapons benefit more from AS than others… Casters can get FCR pretty easily from Spirit MH / OH, Vipermagi / Tal Armor bonus, Rings and skill+FCR Amy)
(You probably already know all of this, but I just want to be clear on why I think Melee is lacking in so many ways that Splash is warranted.)
I don’t think Melee Splash on Facets would ruin the identity of Melee in D2R. Splash exists in PoE in many forms, and Melee builds feel different than the others… though it is not a direct comparison since the feel of the entire game is different too, but I digress.
I think it would be fine. It would also help solve the issue for Fury Druids when it comes to targeting.
Maybe have each Facet increase Melee Splash damage by 20%, so it isn’t just 1 Facet for full 100% Splash.