This post is OUTDATED and does not pertain to PTR 2.7.0.73794.
Please visit the new thread: [PTR 2.7.0.73794] *NEW* List of GoD DH Rework Ideas for continued discussion on the topic from the standpoint of the current PTR build and more solutions moving forward.
– Original post starts here –
Let me start off by saying the GoD set nerf is a bit of an overshoot. This is also the general consensus among many players of all skill levels and paragons. According to the developer, the intention behind the nerf was to stop the interaction with missile dampening and Hungering Arrow (specifically Devouring Arrow).
Simply put, the 2 pierce cap nerf did not address this issue correctly for several reasons:
- The GoD Hungering Arrow build is severely hindered in non-missile dampening situations in moderate to high GRs. This is the main problem in that while speed Nephalem Rifts and speed GRs (2-3 minute runs) are mostly unaffected, 5 minute runs become 7 minute runs, and anything that was perhaps 8+ minutes before is impossible now. Roughly speaking, in 2.6.10, a paragon 5000 DH can do a GR140 with no missile dampening elites, but now that same DH cannot do a GR130.
- The Ninth Cirri Satchel remains unaffected with other sets. For example, Unhallowed Essence or Marauder-based builds will still seek missile dampening elites for high GR clears.
- The Hungering Arrow - Shatter Shot rune bypasses the 2 pierce cap limit. While this might be a bug (which I reported in the bug report forum already), it seems rather arbitrary to let the extra two arrows that split off from the main one pierce with no limit.
So with these facts in mind, I wish to propose a list of suggestions to address the issue and restore power to the set while keeping it in line with other classes roughly. While any of the following solutions address the developer’s issue, some of the solutions offer other benefits such as less variability in performance or introducing new viable builds.
List of rework ideas INSTEAD of the current 2 pierce cap on GoD set:
Solution 1) Set pierce-cap to 2 on Ninth Cirri Satchel and increase the GoD 6-piece bonus to 40000%. This a nerf/buff that will enhance the build’s use with other primary skills and reduce the performance variance on monster density.
Addresses missile dampening elite issue due to the pierce cap
Enables non-Devouring Arrow runes to be viable
Enables non-Hungering Arrow builds (e.g. Bolas) to be viable
Roughly offsets the damage issue in higher GRs
Less variable performance (not tied to density as much)
Lower GRs and T16 content will be far easier
Speed GRs (2-5 minutes) will be dominated by the GoD set
Non-GoD sets with Hungering Arrow no longer viable
Solution 2) Set pierce-cap to 10 on Ninth Cirri Satchel. This is the “least-intrusive” nerf in that it mostly will go unnoticed (compared to 2.6.10) except in high-density or missile dampening situations.
Addresses missile dampening elite issue due to the pierce cap
Does not affect T16 and speed GRs compared to 2.6.10
High GRs are generally still doable but harder
Devouring Arrow rune remains dominant (less build diversity)
Hungering Arrow builds remain dominant (less build diversity)
Solution 3) Set Ninth Cirri Satchel to grant +65% pierce chance which decays -5% per pierce. This is a variant on solution 2 in that it mostly will go unnoticed (compared to 2.6.10) except in missile dampening situations.
Addresses missile dampening elite issue due to the soft pierce cap
Does not affect T16 and speed GRs compared to 2.6.10
Puncturing Arrow rune now provides a benefit
High GRs are generally still doable but harder
Devouring Arrow rune remains mostly dominant
Hungering Arrow builds remain dominant (less build diversity)
Solution 4) Set pierce-cap to 5 on Ninth Cirri Satchel set and add all runes. This is a variant of of solution 2 in that it promotes more builds but keeps the power of Hungering Arrow intact.
Addresses missile dampening elite issue due to the pierce cap
Can choose element of arrow (slightly more build diversity)
High GRs are still generally doable
Less variable performance (not tied to density as much)
Non-GoD sets with Hungering Arrow still viable
Lower GRs and T16 content will be easier
Speed GRs (2-5 minutes) will be dominated by the GoD set
Hungering Arrow builds remain dominant (less build diversity)
Solution 5) Set pierce-cap to 2 per monster on Ninth Cirri Satchel. This is a variant of solution 2 but with a pierce cap per monster instead of global. Depending on server performance of dynamic memory allocation for arrow objects, this may add server performance issues since arrows must store IDs for every monster they pass through (a variable-length but possibly long list of counters).
Addresses missile dampening elite issue due to the pierce cap
Does not affect T16 and speed GRs compared to 2.6.10
High GRs are still generally doable
May be difficult to implement coding-wise
May cause server performance issues
Devouring Arrow rune remains dominant (less build diversity)
Hungering Arrow builds remain dominant (less build diversity)
Maintains variable performance (heavily reliant on density)
Solution 6) Adjust Devouring Arrow rune to +20% per pierce.
Does not affect T16 and speed GRs compared to 2.6.10
Devouring Arrow rune not as dominant (more build diversity)
Somewhat addresses missile dampening elite issue with slower pierce scaling
High GRs are generally still doable but harder
Hungering Arrow builds remain dominant (less build diversity)
Maintains variable performance (heavily reliant on density)
Solution 7) Set pierce-cap to 3 on Ninth Cirri Satchel, add all runes, and increase the GoD 6-piece bonus to 20000%. This is a hybrid of solutions 1 and 4 in that it promotes more builds but keeps the GoD set more in line with others.
Addresses missile dampening elite issue due to the pierce cap
Can choose element of arrow (slightly more build diversity)
High GRs are still generally doable
Less variable performance (not tied to density as much)
Enables non-Hungering Arrow builds (e.g. Bolas) to be almost viable
Non-GoD sets with Hungering Arrow almost viable
Lower GRs and T16 content will be easier
Speed GRs (2-5 minutes) will be dominated by the GoD set
Solution 8) Remove the missile dampener elite affix in GRs or set pierce chance to 0 inside missile dampening fields. If the specific interaction with Hungering Arrow is the only thing that is causing a problem, this will remove that issue with minimal side effects.
Addresses missile dampening elite issue due to affix or pierce removal
Does not affect anything else balance-wise
High GRs are generally still doable except very high GR
Might positively/negatively affect other classes, but affix is already rare
Devouring Arrow rune remains dominant (less build diversity)
Hungering Arrow builds remain dominant (less build diversity)
GoD set remains dominant (less build diversity)
Maintains variable performance (heavily reliant on density)
So there you have it, a list of several options with varying consequences that can be further addressed with other item or set balances. For example, if I mention that GoD set will be dominant, that could be fixed by adjusting 6-piece set multipliers for the other sets. I will add more to this list if I find new ideas proposed that are significantly different to what I have written already (not just a simple number tweak to the solutions listed).
Personally, I think the hybrid solution 7 offers the best set of pros/cons for the given patch while introducing Bolas and a Shattershot/Devouring Arrow combination to the build. This is desirable since there were absolutely zero Demon Hunter item/set changes in the last two patches. Right now, DH sentiment is very negative and the developers could do more to communicate ideas with the community regarding nerfs to come up with better solutions to problems that arise.
Thank you for reading!