What was Thorns change supposed to achieve? It made Thorns much worse

It is actually much weaker now on hell. Was it too strong?

Level 30 thorns. Live version - about 1400% damage returned. PTR - about 600 damage returned.

1400% damage for most melee hell monsters much more than 600.

Some hell monster damages for reference:

  • Dark Spearwoman: 49-98

  • Soul Killer: 55-88

  • Marauder: 56-95

  • Doom Knight: 65-139

  • Enslaved: 68-91

So even by minimum damage standards, damage is nerfed. And that is not taking into account monster bonuses like their own auras.

I’ve just tested out killing eldritch with Conversion+Thorns build, and it is moderately fast in LIVE version; quite very fast if they have some damage buff of their own (e.g. fanaticism); And painfully slow in PTR.

P.S. Many days later: I have since then played through normal and nightmare with thorns, and in there it was actually good.

The problem is that thorns+conversion build just stops developing after 40 skill points + some utilities and prerequisites (so around level 50).

I would love for thorns to get some synergy for end game. Maybe some other aura that isn’t used a lot, e.g. sanctuary.

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skill was never viable for pve to begin with…pvp case its almost viable now but too low

1800 dmg should do it for pvp(150 dmg taken everytime you hit the player)…if lvl equate to 30…and would not be too strong for pvm(pvp penalty(1/6) and 50% dr accounted for, for the resulting dmg)

Problem with that statement is some of us have long memories. in 1.09 and before thorns rocked. A thorns merc was the choice for a summoner and a Zealot always specced into it in case there was a fanat pack of frenzytaurs coming. Thorns was the aura you used on them. Thorns lost it’s usefulness when 1.10 brought in the massive life pools monsters have with the relatively small damage. When your monster has 10K life and does 100 damage, 1400% damage return is only doing 14% of it’s life. Monster regen then reduces that damage even further so monsters no longer died after hitting you three times.

I believe the Dev’s were thinking that with monsters taking damage on attack rather than damage they would get damaged more and thus the low damage would be worth it. They didn’t really test this in Hell and definitely not Players 8 Hell. The fixed damage return really becomes a problem with monster life scaling in the higher player difficulties.

One main improvement the new thorns does is damage on strike rather than on damage. This should be kept. The % damage reflection is important so it can scale with difficulty. I say leave the % damage ā€˜reflection’ but make it on strike and up the higher end from 1400% to 3000% at lvl 30. Players 8 Hell Bovine has 54,000 life, what’s 600 damage going to do to that?

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It’s probably going to be unpopular, but I’d set Thorns to do a % of the aura owner’s physical damage (base + bonus/lvl). That damage should scale reasonable well, and it basically turns ā€œthornsā€ into an extension of your attack.

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How has no one mentioned the fact that precious thorns worked based on being struck, and taking damage?

New thorns works on being attacked, regardless of avoiding or blocking the damage.

Thematically and functionally it makes more sense. Still a bit of numbers balancing to do, but no way do I want to go back to old thorns mechanics.

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I like this idea but it only works for Thorns from a Melee Pally or Thorns merc. Iron Maiden, which has always been Thorns little brother, can’t work that way. Same for Spirit of the Barbs.

Yeah, agree with Rondel… There would be caster builds (druid summoner, necro iron golem) that wouldn’t be able to function if it was based on melee damage…

Maybe best way would be for thorns to just act like a weak/passive version of static - every atempted attack deals a flat % of the monster’s health… Level 20 thorns might take 8-10 attacks for amonster to kill itself… Level 40 thorns might take 4-5 attacks for the monster to kill itself? Effectiveness versus bosses could be lower (can’t drop their health below 50% or something)…

Wow you actually inspired a great idea by pointing out the regen

Thorns needs ro have a chance of open wounds. Not more than 2% per level (we don’t want uber smiters using it…)

you dont want it dealing 3000% in pvp…a hit of 500 dmg would 1 shot the melee attackers :S…pve perspective it be inneficient for zealot and sort of meh for smiter

thorn should be a forgotten relic or get the ability to spruce spikes from the ground that pull mobs to the paladin while dealing dmg to them…just not a return to reflect X % dmg…Paladin has evolve to Poison ivy from Batman :slight_smile: except that those thorns be made of iron XD

Thorns need atleast one synergi dmg buff.

Thorns and Iron Maiden die after 1.06 rip useless

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One thing it was supposed to achieve was being no longer anti-synergistic with defense. As for what the number ought to be, that’s an interesting question. how much damage does it need to be putting out to have the same impact on character as the off-weapon ED provided by Might, for instance? Is thorns supposed to be your entire offense? Still, I’d agree with you that it shouldn’t be doing less damage.

My fantasy is a conversion+thorns build. I don’t want it to be strong\efficient\meta\whatever. It just needs to be able to slowly and relentlessly walk through the game.

They buffed the conversion quite well, I like it! But thorns change was backwards for this build, it’s really slow now, wherease before it was kinda good enough.

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That’s why I specified the aura owner, which would be the spirit or golem. Those critters could have a physical damage value independent of the caster. IIRC the golems are affected by item properties while the Spirit would just have a value at each level.

I’d give that a try, too.

It was clear that flat damage without any kind of scalling would be bad.

The issue never was thorns or maiden, but the crazy multipliers on foe’s hp comparated to their damage increase. They just tried the easy path by messing on skills that were underperforming without messing on what makes it underperform.

Unless they make thorns/maiden having extra modifier on each difficulty, they just need to address the problem. The huge amount of hp that foes have. Focus on making them more resistant, do more damage and be less AP with crazy HP pool, instead do the similar GP treatment that characters had.

It’s not funny when damage from normal to hell increases less than a 1/10 of the value that hp increases. Some damage factors are joke comparated to the hp factors.

Multiply foe’s damage by at least 2 times on nightmare and 3-4 times on hell. Thorns start to become less useless than before and way better than right now. Do it 3-4 times on nightmare and 5 on hell, would become great. More than that would become strong enough to compete, but sadly most folks would complaint and cry about foe’s lethality.

So, unless they reduce foe’s hp, they should increase their damage or make the flat damage have crazy multipliers based on difficulty, because they’re reactive skills

How about having it apply Crushing blow, Deadly strike, Open wounds, Prevent monster heal from gear? Or give it 5% dmg synergy from Defiance aura - boosting defense for Holy shield while increasing dmg for Thorns.

Crushing blow will certainly help with high-hp scaling of monsters.

We have the same fantasy baby.

It’s a good point. Patches upon patches have had compounding effects. Trying to resurrect dead skills is bringing these issues to light once again.

The problem was the route that LoD introduced and the not well planned fix at 1.10

Their intentions were good, but the execution were poorly implemented. They took largely increasing foes hp instead of their defenses, resistances and damage.

Folks want to play P8 or PX because the game it’s too easy for meta builds, somewhat fine on non-meta. Then they’re trying to buff stuff, if they don’t counter-balance either by nerf overall player’s power against monsters it’s just recipe to disaster.

A simple thing like give foes elemental and magic absorb, could make things like poison, physical, thorns and iron maiden viable if paired with hp reduction.

If a foe has 25 fire resist, give it more 25 and give it fire absorb also. If a foe became fire enchanted instead of 75 give it 50 and more 25 fire absorb. That way the immunity ceilling would stay the same, while the overall damage from player would decay about 1/2 on enchanted version and 1/3 on non-enchanted comparatively to right now. That would make viable things like reduce 25-50% foe’s hp already, if done across all elements. Same could be done with magic damage or any other element. Even physical if needed.

This patch made holy fire be interesting on hell, but made normal and nightmare become a joke a paly passively killing duriel at lvl 8-10 isn’t funny. So scale based on difficulty should be a thing across those kind of skills, also improving the ā€œdifficultyā€ ladder between difficulties would be make more desireable to folks actually enjoy their time on normal and nightmare, not just skip it.

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