Season 5 - Calling for Well Deserved Nerfs

Great post OP.

I play all those builds and they’re all busted, bringing them down a notch would be good for the health of the game, and would make them more interesting to gear.

There’s no good reason why Cold Sorc can get away with taking everything in the game to maximum negative resists with zero gear investment beyond just 1 Sunder.

Hammerdin is in a similar spot where it’s too effective out of the gate with zero gear investment.

Blizzard put a little disclaimer on Cold Mastery being tuned properly in their patch notes before this season launched; they were dead wrong on their analysis, or they don’t understand their own game.

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HELL NO, how about they BUFF the other classes that are not being utilized? Stop trying to take the fun out of the game. Thank god you are a nobody with 0 say.

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this op is a real jerk

You guys need to learn to read, or think for a little before posting. OP has way more knowledge than most of you I would bet.

I am going to be nice and give you a fish, although you should learn to fish yourselves: OP is saying nerf Grief BUT buff Melee somehow (itemization, or skills). Literally how is this hard to comprehend? OP is not wrong at all and this would be a very healthy change to the game.

Also people crying about nerfs because “you just want to control other people” it’s just so silly. No, it’s because we notice flaws in the game we love and we want to improve it. And yes, we have the right to complain if people are being more efficient by abusing said balance flaws.

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this is great to read

people need to go an see by themselves

“but cold sorce…” they say

cold sorce is doing what she already did in ancient tunnels, nothing more

im gonna add that the phys Scharm helped alot my necro, i finally can farm ghosts as fast as i could anything else

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Sounds reasonable

No, the whole point of Terror-Zones + Sunder Charms was to make more of the game viable for non 10h per day players with multiple Ber runes lying around.
Cold Mastery + Sunder Charms fit this perfectly, as a starter and is already limited on the top end by the -100 resistance cap, which in turn means cold skills only get a meager +100% damage maximum anyway. The maximum damage potential of other elements is already way higher, if you have the gear.
Having cold as a starter with low gear requirement to transition to something else for more damage, if you play long enough to acquire the necessary gear is already a nice progression.

And what about this nerf should be hefty? Ranges only lead to more frustration, and as you said the runes are so cheap you just reroll until you get what you want.
All you do with this is to slow down the initial progression, of you are on the side of bad luck on your first spirit, until you get strong enough to farm all the necessary runes fast anyway.

Attack based builds already have it hard enough in this game, they do not need another nerf.

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spirit changing to 1-2 is LOL. That does not change anything at all.
It is so cheap, you just redo it…!

Grief might be completely OP, but the main issue is, that all the other weapons are SO bad. Melee already struggle…why nerf them?

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Developers said cold mastery is at 100% because it does not make it more powerful than 1/5 conviction and 1/5 lower resistance. I don’t see how you all know more than the Developers considering they are the ones looking at all the numbers. honestly and I say this for fun just to make all the bad kids rage they should have only made one sunder charm that only broke cold immunities and made the rest of you suffer with infinity and lower res haha!

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LR/convic nerf was a bad move
it harmed more non-cold sorce builds than cold sorce
what it did to cold sorce? just made her invest more points into CM
what it did to non cold sorce elemental builds? completely nerfed their dmg potential

People are crazy if they think it would “kill” cold sorc to make them deal with the 1/5th penalty on cold immunes. It’s been one of the most popular builds since forever… and that was vs full on immunes.

Cold would still only have to deal with around 50-60% resists(less with facets)… it would still kill those just fine but allow for there to actually be a noticeable difference between enemy types… and the give cold facets a bit of power back.

Still the best solution would just be to remove the stupid charms.

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That’s fine by me, but I’d like Cold Mastery to pierce immunities the way Conviction and Lesser Resist do. That would make the skills even, since the reason those other skills have the 1/5th penalty is because they pierce immunities.

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That was my original thought to reduce Spirit to +1 to all skills, and is the best solution. Spirit needs a hefty nerf as it is so cheap and outclasses other items. Making it a range of +1-2 only leads to more frustration, which is not the goal. The goal is a well deserved nerf. Updated OP.

Keeping Grief in the broken state to keep melee semi-viable is a bandaid solution. The best approach to fix melee is to nerf Grief, and then follow up with implementing a massive patch to improve itemization, with special focus on buffing old school uniques. See thread below.

Itemization Improvements

Sounds like a good idea to me, consistent mechanics. 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.

Just trying to have a healthy discussion with the community. No need for vitriol. Good day.

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Nerfs are never the answer… especially massive and sweeping nerfs like that. It’s like you’ve never played a video game before.

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Melee is already struggling. Nerfing Grief will not help that. This has been discussed countless times.

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I would agree with you if Grief was nerfed in a vacuum. However, melee characters would be strong if we implemented the sweeping changes outlined in the thread below. This is what I’m proposing. I’m confident the issue with melee struggling would evaporate and be a non-issue.

Itemization Improvements

Game is totally unbalanced in many ways. Is Nerf the Answer? Not.

Approximately half of the runewords in the game are totally crap. But what draws attention are the high cost-benefit runewords. Better example than runewords 1.11 3 of them are good and 4 are not, with completely crazy costs. There is only one runeword for wand and the necromancer has 3 builds. Exhausting the examples will only increase the wall of text.

Uniques and Sets need reforms, set trangs is the first one that screams for not having the player’s break points equal to a mob.

Cost ratios between 2-handed caster items have to be compared with spirit sword and shield. Easy solution is to nerf the spirit, the correct solution is to rebalance everything else including the unique ones.

Of the 7 classes in the game, 3 of them simply have no movement ability, and the barbarian’s jumping ability helps in some circumstantial maps. Only mechanics of teleport charges on items

Physical part of the game needs balance regarding caster, weapon damage upgrade, physical builds are completely lower than kill speed.

Crafting system just doesn’t work. Only a few recipes have some cost benefit to try to give random, the tables of the magic prefix and sulfix of the game are with the requirement places totally out of accordance with the classic site, generating things like rlvl 95 amulets, people locking characters in the 76 to make gloves and etc. I repeat this correction was already offered by me to the developers, feel free to contact me by whatsapp or email. And there will be no incentive for this mechanic without changing the rares table, which is the heart of the game. Showing the ilvl of items is just another little thing to fix at this point

The new mechanic of sunders just needs balancing and correction, I don’t know if I like it, but considering that there is a lot to be improved, having created it with a huge to-do list was not a good idea.

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No.
Nerfs are never the answer. (I did not bother reading any of them)

If people enjoyed playing weaker things there would be plenty of choices already being made and lots of diversity: people would already be playing weaker things too.

Nerfs only take away choices. If you want more diversity: buff the things nobody chooses.

If you think this makes the game “too easy” ask yourself: were you already avoiding all of the “things that need nerfing” and only playing the “weak” things? If so you enjoy a more difficult, or slower game. Why force that on others?

Either you are not honest with yourself and the choices you have already been making, or perhaps you are more worried about what other people are playing.

Don’t make other people’s choices for them.

I say boost everything weak up… and if necessary add some harder gameplay:

Ladders are already using “faster monster AI” and monsters have what, 25% more life? I don’t remember the details.

An even more beefed-up mode could be made (optional and separate) for people who like a challenge, or like being forced to play in organized parties, etc.

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Go to bed my friend, all people want is no bots dupes and favors to streams stop making up the game.

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As usual, I agree with most of your points.

I don’t agree with nerfing Grief. There is a lack of diversity, but it’s not because Grief is overpowered. I support increasing the base weapon damage of exceptional and elite weapons, which would assist melee characters all the way through, while also increasing diversity at the top end.

When it comes to Spirit, I would still want it to exist as is, but perhaps with a higher cost. Maybe they could nerf spirit a little for the earlier game, and they introduce a new runeword with higher cost to match what spirit is now - or something equivalent.

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Would be pointless, with most cold immunes having 150+ resistances making cold mastery piercing immunes would be almost worthless. Also the reason you could not break them with conviction/lower resist before.

The way now that you can play the game in cold with basically just skills and then can progress to other elements with gear as it is now is already nice.

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