For Season 3, progress was made when the developers changed Cold Mastery to now apply 1/5 effectiveness after an immunity is broken for increased consistency. Going forward into Season 5, I urge the developers to continue with more nerfs to move D2R in an exciting new direction, one that fosters player choice and further fuels build diversity.
Blessed Hammers
I urge the developers to remove the effect of Concentration from Blessed Hammers. Nerfed hammers at 5-6K is still one of the best skills in the game and allows you to run different auras- Salvation, Meditation, etc. This opens up build diversity. Community feedback was TZ’s was too easy for Hammerdins. Every other class has to deal with immunities, making various cycles of TZ’s inefficient to farm. Hammerdin, doesn’t have to worry about this. Adding Sundered Charms did not address that problem.
Cold Mastery
Cold Mastery should be affected by 1/5 penalty against Sundered Monsters. That 150-200% pierce would become 30-40% pierce. With this change, it would keep cold resistance of monsters relatively high and would require gear that has -% Enemy Cold Resist on it, such as: Doom, Wizendraw, Voice of Reason, Facets. This change adds value to these items. Cold Mastery gives too much bang for the buck with no additional effort. If Cold Mastery is nerfed to 1/5 penalty, then the developers should consider adding ability to pierce immunities the way Conviction and Lesser Resist does for consistent mechanics.
Lightning Fury
All that is needed to take Lightning Fury down a notch is to reduce the number of bolts so they don’t split recursively to stupid levels. The developers could increase the raw damage of the skill but lower the scaling for the number of bolts by half. This would help with low density maps, and wont break high density ones. I don’t mind if the javazon stays #1 Cow Killer, but her insane cow killing potential at the moment is little silly.
Enigma, Grief, Spirit, Stealth, Mosaic
The justification for these nerfs is these five runewords are generally considered OP by the community and ultimately stifles build diversity. All the godly stats on Enigma makes it too good to pass up. The outrageous amount of Strength is superfluous with little trade off. Grief is simply too powerful with the bonus flat damage that no other weapon comes close, even Breath of the Dying and expense Last Wish. Spirit is arguably the best shield in the game and so cheap. Spirit needs a hefty nerf. Stealth simply invalidates every early armor in the game. Stealth also needs a hefty nerf. And don’t get me started with the screen vomit from Mosaic…
Enigma
Enigma
Jah Ith Ber
Armor
+2 To All Skills
+45% Faster Run/Walk
+1 To Teleport
+750-775 Defense
+0-74 To Strength
Increase Maximum Life 5%
Damage Reduced By 8%
+14 Life After Each Kill
15% Damage Taken Goes To Mana
+1-99% Better Chance of Getting Magic Items
- Proposed Nerfs:
- Change Strength to +0-24 (0.25 Per Clvl)
Grief
Grief
Eth Tir Lo Mal Ral
Swords, Axes
35% To Cast Level 15 Venom On Striking
+30-40% Increased Attack Speed
Damage +340-400
Ignore Target’s Defense
-25% Target Defense
+1-185% Damage To Demons
Adds 5-30 Fire Damage
-20-25% To Enemy Poison Resist
+20% Deadly Strike
Prevent Monster Heal
+2 To Mana After Each Kill
+10-15 Life After Each Kill
- Proposed Nerfs:
- Change Damage to +280-340
Spirit (Shield)
Spirit (Shield)
Tal Thul Ort Amn
Shield
+2 To All Skills
+25-35% Faster Cast Rate
+55% Faster Hit Recovery
+250 Defense vs. Missiles
+22 To Vitality
+89-112 To Mana
Cold Resist +35%
Lightning Resist +35%
Poison Resist +35%
+3-8 Magic Absorb
Attacker Takes Damage of 14
- Proposed Nerfs:
- Change All Skills to +1
- Change FHR to +25%
- Change Mana to +59-82
Spirit (Sword)
Spirit (Sword)
Tal Thul Ort Amn
Sword
+2 To All Skills
+25-35% Faster Cast Rate
+55% Faster Hit Recovery
Adds 1-50 Lightning Damage
Adds 3-14 Cold Damage 3 Second Duration
+75 Poison Damage Over 5 Seconds
7% Life Stolen Per Hit
+250 Defense vs. Missiles
+22 To Vitality
+89-112 To Mana
+3-8 Magic Absorb
- Proposed Nerfs:
- Change All Skills to +1
- Change FHR to +25%
- Change Mana to +59-82
Stealth
Stealth
Tal Eth
Armor
+25% Faster Run/Walk
+25% Faster Cast Rate
+25% Faster Hit Recovery
+6 To Dexterity
Regenerate Mana 15%
+15 To Maximum Stamina
Poison Resist +30%
Magic Damage Reduced By 3
- Proposed Nerfs:
- Change FRW to +15%
- Change FCR to +15%
- Change FHR to +15%
Mosaic
Mosaic
Mal Gul Amn
Claws
+50% Chance For Finishing Moves To Not Consume Charges
When a finisher is executed this way, it now refreshes the expiration timer of the stack
+2 To Martial Arts (Assassin only)
+20% Increased Attack Speed
+200-250% Enhanced Damage
+20% Bonus to Attack Rating
7% Life Steal
+8-15% to Cold Skill Damage
+8-15% to Lightning Skill Damage
+8-15% to Fire Skill Damage
Prevent Monster Heal
- Proposed Nerfs:
- Remove refreshes expiration timer of the stack