Replace Sorceress Teleport skill: Flash (teleport with a cool down). Clarification: Enigma keeps original teleport.
Yes they are all nerfs, not buffs. These changes would greatly improve PvM/PvP experience, ladder character/build diversity, and overall community gameplay.
Reasons:
Hammerdins do too much damage in PvM for how survivable they are compared to other classes. Without Concentration, Hammers still do plenty of damage, and focus can switch to using other interesting Auras. Not many competitive PvPers play hammerdin, and if they do, they prefer to play hybrid hammerdins. Alternatively, reducing synergy requirements and overall damage, would be equally successful and open the door to hybrid hammerdin builds: smite, foh, charge, etc…
Immune monsters should not be broken by anything, including Infinity runeword. This change promotes teamwork, build diversity, and better balance. Sorceress can/should effectively build up multiple elemental skills to solo Hell difficulty.
Early ladder is flooded with too many sorceress because teleport offers too much advantage for speed rushing through the game/bosses. Replacing this skill with a cool down will greatly improve character diversity. It is difficult to justify playing other characters on ladder when sorceress is so much more effective at the game. Sorceress should be able to escape danger with one carefully timed teleport/Flash w/ cool down. Clarification: I’m not suggesting to nerf teleport on enigma.
Note: Enigma is the ultimate end-game item. It should keep the ultimate skill: Teleport without cool down. This is critical to end-game PvP and is otherwise just plain fun! Everyone should want enigma, even sorceress. Most competitive end-game PvP sorceress already use enigma.
OK, if you can’t or are unwilling to kill faster, then you accept a lower rune drop rate.
The same would apply no matter how frequent the runes drop.
The big problem is if they increase the rune drop rates to pacify the weekend players, then those who regularly play the game will get bored in a very short period of time.
Uber rune words are meant to be hard to get, even for those that play regularly. Why can’t people understand that?
Hammers dmg…only in pvp and no more than a 20% reduction for pvp
Immunes should stay breakable…also for your info breaking an immune make the aura less effective
imagine a mob with 134 fire resists…infinity remove 85%
the first 35% break it to 99%…the remaining 50% ? work at half powa…so -25%
or was it 1/3 of full power after breaking an immunity ?
teleport nerf no as well
i only agree to reduce hammer dmg pvp side a little bit(in regard to kicksin) but the other demands just no…no matter how much you want it
druid and barb can have truckload of health so nerfing hammer would harm slamming tanking baba//druid…melee sorc ? ES immortal build if you looked it up
melee necro ? dont exist…melee zon ? they 1 shot like anyone with those lightning bolt… thats a fair trade for pally there…and pally vs pally they’re on the same footing
well there 3 melee with low hp with 2 of them that haven’t exactly got popular(zealer//Fend Zon)…the third would be kicker and once their curse proc trigger…they melt opponents hard
It’s funny, we have such opposite views. I also know all the mechanics.
Hammer damage in PvP isn’t a problem for me! It’s PvM that is too powerful! Competitive PvPers generally don’t play hammerdins because they are not very good. They are great at smashing public PK games though. Paladins are still amazing, and my change suggestion would open doors to hybrid hammerdins: charge, foh, smite. Hammer can keep it’s synergy with concentration because concentration can buff smite/charge damage. And maybe, just maybe buff base hammer damage a bit or reduce required synergies.
1 - Not really invested in this as a change one way or another. I think there’s bigger problems with Class “balance” in general, rather than a specific build. (I do acknowledge there’s a problem, however) I do also remember that before changes, Blessed Hammer was one of the weakest class skills that existed in the game… and no one ever used “Holy Bolt”, etc.
2 - I disagree on the basis that although I am all for challenge an obstacles, I personally believe game design should incorporate elements of countering, not absolutely immovable obstacles. Games are intended to convey challenge, not absolutes.
3 - Sorc Teleport in itself isn’t really a “bad” idea, but I have to agree that with the ability they’ve given other classes to utilize such a powerful skill, it’s demonstrated unintended consequences as a result. I’m not at all a “fan” of cooldowns… but this really is a predicament that lends itself to this argument as a counter to overutilization of this skill to circumvent the game mechanics as a result.
IMO they should have NEVER allowed access to Class skills outside of the Class. (any of them)
I never understood concentration, because the wording of the damage is identical to might and fanaticism, but having might on your act2 merc or fanaticism on another paladin does not increase your damage.
But yeah, truthfully hammers are pretty mindlessly powerful, but in the end, it doesn’t really effect me at all.