what you think about smite ?
d2lod stunlock / wsg system was 100% balance around player skills and felt fair. d2r has been noobified now remind me a lot of brawling
noobified start with patch 1.10
that why he have this terrible mess today with a bunch of issue
only oahu is allowed to say this. u got to 1v4 a few hundred fpk rooms before u get to claim 1.10 was ez
If they get on top of you, they should have the advantage. Leap and MB can casually be spammed at extremely long range thatās the difference.
you make me smile there this is really not something hard to do with a paladin ![]()
he all know how smite is broken again any melee dont have a dam chance
not agree on this one , smite use to be balance in 1.09 , but not anymore
Itās grief that pushed it over the edge. I know smite destroys all melee except for ww. I mean you never bring a zealer or fury Druid into non gm melee duels. GM melee just isnāt very strong vs caster as well never mind smite.
This charley is fighting over now 15 years to get enigma deleted from the game, check his posts. Why are we even arguing with him ?
You must all look at this :
A very important matter for pvp.
Agreed that these fhr changes are NOT the way to fix pvp. The concept of dealing damage to your opponent to stun and combo them is one of the most integral and exciting aspects of d2 pvp.
These fhr changes water down pvp and make it far less dynamic, and take a lot of the player skill out of the equation.
Yes stun can be problematic in d2r but pvp is much better off now than it will be in 2.4 where everyone will be able to freely tele out of any situation with no consequences.
Obviously the best and most balanced solution is to leave fhr as is and bring wsg back to the game. There are many experienced pvpers advocating for this, and for a good reason. Wsg made d2 pvp unique, dynamic and fun, with a high skill cap for both the character initiating the stun and the character escaping the stun.
The pvp balance is very delicate and had been preserved for well over a decade once wsg become widely known and used. I donāt see any reason to change core mechanics that kept pvp interesting and fresh for years and years. We LOVE the mechanics of d2 pvp and simply wanted a chance to enjoy these same core mechanics with updated graphics and small qol changes, as promised by blizzard.
Please listen to the experienced pvpers on this issue. Effectively removing the concept of fhr from pvp is not the correct solution here. While we appreciate the fact that blizzard is taking the time to try to balance pvp I think that experienced player feedback is very important.
Bumping this thread for more visibility. Lots of good suggestions in this thread and we are hopeful that developers are open to ideas
So simple. Make FHR diminishing, like WOW, then immunity sets in. Not straight-up immunity after the first stun.
No bad idea.
FHR as a stat must matter. It cannot be tied to anything else.
If you have 0 FHR you should be stunlocked permanently.
Now it should somehow scale with FHR. Higher FHR breakpoint longer immuntiy but for sure not 11 frame for free.
While some of the other things in this patch are niceā¦this will ruin any other changes they make. In the end I honestly donāt care how fast i can kill Baal if the end goal of the game for me is reduced to garbage.
How was this not addressed on PTR updates.
Bump, this is crazy, more fhr = worse.
Wearing spirit = bad now? xD
Might as weāll delete fhr if more you stack the worse it gets.
Yep, FHR is useless, its even worse than useless its better to have no FHR this is retarded.
So rare FHR belts = garbage. Skillers with FHR = garbage.
Small chamrs with FHR = garbage.
Really great change that is meaningless in PvM but breaks PvP.
At least I wont be too sad to take some break for Elden Ring I suppose.
ā¦you mean time to run baal runs to find all those godly items for pvpā¦waitā¦pvp deadā¦shako >
This needs to be addressed. Diminishing returns are one thing, but you canāt give IMMUNITY.