Yeah, I know.
Not everyone has these huge numbers in paragon, shouldnât need over 3000 to be able to clear a 130
After all these years DH can have a strong set as well
I think thatâs intentional. I have theories about why this nerf happened, which Iâll keep to myself because people donât like to hear them. Unpleasant memories and interactions.
However, why developers try to redirect the build into other skillrunes is a mystery to me. Perhaps, itâs about server performance but nobody can tell I guess. GoD6 can climb again at GRs once they gathered enough data in this PTR, but I donât think itâll hit back to GR150 again.
I came across a proposal to have missile dampening also create a pierce cap. which I liked a lot since it would mean that GoD HA builds would just need to avoid the affix (rare enough to not be a big issue IMO). I think a fix that involves trying to retune GoD is going to be tricky to balance and I donât think it needs to be changed in the first place if the missile dampening interaction can be addressed without nerfing gear.
the best solution is: remove that stoopid misile dampenjing affix because it is useless, it doesnt make the game harder, just easier, misile dampening has no sense in d3 is useless for everything u can imagine just REMOVE MISILE DAMPENING
Well done Iria!
Another option: Let the missile dampening be what it should be - a full protection against missiles.
Let the shield work as a wall, arrows can not pierce and disappear.
When the DH is within the shield, the arrows pierce only once the elite (or trash inside) and disappear at the shield.
For Ranged-DHs this means another bad elite affix like wallers or spinners - but itâs very rare, and we will deal with it - better than the total nerv of the GoD-Set.
Delete Missile Dump from the game.
Add some numbers to bola
DH fixed (wont happen tho)
Yeah this is my favorite proposal thus far. Itâs a gimmick. It was neat in 2012, no one cares anymore.
Great post, no emotion and lashing out. I could probably learn from this
If this was about set diversity, or providing QOL outside of the few maps/mobtypes we can play, then brilliant, Iâm in. I wonât complain about that and itâll be fun to try out, but thatâs not what theyâve said⌠and why I reacted with anger instead
Their issue is with MD, right? And Iâm guessing now that they just donât want MD abuse on the RG when our followers gain nemesis? I mean, what DH is achieving with MD today isnât an issue⌠the leaderboards donât lie.
How about just take MD out of the pylon spawn pool then? Along with the spinners, because they 1-shot us and MD is ironically the only way we can stay in a game once they turn up. No MD for boss, problem solved?
Again, I really wish this was about diversity/improvement but if it was theyâd have said that. Iâm guessing this is just a situation like the Marauder Auto-Fire set, where bitter children from other classes complained and then bliz boosted hydra for wiz and created the necro⌠and gave it both to them instead.
In fact weâll probably see MD interaction given to necros in a couple of seasons time⌠itâs just too much fun and some deluded exec at blizz probably still thinks s/heâs going to sell all those cookie bot accounts a necro expansion theyâll never need and driving away fans in the process. Hell, Iâd pay monthly for that guy/gal to just f-off
Aaaaaand Iâm back to being emotional and angry and saying mean stuff I donât mean. To the poor bugger being forced to work on this⌠just do your best, thereâs a lot of upset people out here what youâve done in the PTR to us so far is horrific.
If a hardworking GoDDH canât clear 150âs solo next season, without some awful colourblind-hating season gimmick then meh
Great work again @Iria letâs hope they will open their eyes again for the huge mistake done to kill the set completely. Waiting for the next update to see if its worth putting time to test again.
While we can all mostly agree that Missile Dampening is an issue with GoD Hungering Arrow (Devouring Arrow). But is this more a bigger problem with how Devouring arrow increases in intensity in dmg with each pierce? 70% > 140% > 210% > 280% > etc etc, and Missile Dampening intensifies the effect even greaterâŚBasically being able to pull off a negative effect to what itâs supposed to do, instead of actually weakening missiles, it strengthens themâŚAtleast for Devouring Arrow anyway, or even Scatter Shot as wellâŚ
I guess Iâm looking more for the root cause of Blizâs decision in nerfing GoD the way they did. Unless it was just overlooked, Scatter Shot still holds the same effect of piercing almost infinite timesâŚBut also doesnât have itâs dmg intensified the way Devouring Arrow did.
I like your list, and I would love for GoD to be a viable build in the future.
Itâs more like 1.0 â 1.7 â 2.4 â 3.1 etc. as the multiplier grows.
Depending on how missile dampening is coded, it could be a quick fix to simply set the pierce chance to 0 for an arrow inside the dampening field. But if the pierce chance is a global variable, you canât easily have a dynamic pierce chance per arrow (this would also make solution 3 impossible).
In the end, these suggestions are very close to simply removing missile dampening from the game in that they only address the missile dampening issue and nothing else. It is possible that the developers used missile dampening as an excuse to nerf the class overall but didnât fully communicate that.
Iâll add an alternative to solution 8 (remove missile dampening or set pierce cap to 0 inside it) in the OP.
Great suggestions, and great presentation. Thank you for that!
GoD in its current PTR state is probably the worst possible fix for the MD issue, even if I generally dislike every play style based around pulling monsters and high AD, as GoD is currently played.
I would like to see a change that would somewhat lessen the pressure to pull monsters together, so that the set becomes a little bit more balanced in low density. Therefore, a general pierce limit would probably be a good idea. But every solution for the MD issue without nerfing GoD to a pure speed build would be ok for me.
I have a lot of other things in my head right now, so I canât really find the time to concentrate on DH balancing. But itâs great to read this thread here, with a lot of good ideas. Again, thank you all!
(No worries, nothing related to the current illness, except the usual home office stuff. Just a shift in priorities.)
My suggestion itâs do something like a momentum buff. Like increase the cap to 60(or between 40-80), instead of 20 and address the impact of stacks(1-2 instead of 4) on MS(to not increase the mobility) and damage(8-15%). Because that path wouldnât mess creating a powercreep on speed, while could address the lack of push damage. If I remember correctly they are multiplicative.
While also put the effect of up 2-3 pierces on the skill rune(which would affect all sets, without mess with items). The only unique aspect from the set itâs momentum if I remember correctly.
The other idea would be swap the source of damage for other stuff, like the strafe while maintaining the benefit of using generators, similar raekors case(charge increasing the damage of spenders), primary could improve the damage of strafe for something like 4-8 sec(to align with focus and restraint rings), almost like istvan blades works, keeping the need of shot one primary in the middle of strafe.
The idea of multiple pierces and multipliers on things like that, most likely impacts on game performance(bone spear, bone spirit and stuff like that). So my suggestion would be âavoidâ problematic mechannics while improving things in a healtier way.
The set improves primary skills but often any kind of set who uses primary as most reliable source of damage wouldnât perform that great, the monk has crazy multipliers and even so the set wonât work well, barb have like B tier at most. The only S tier with primary was DH, so itâs not âawkwardâ to see where the nerf tries to address.
The philosophy behind d3 was primary generate resource to spenders deal damage(thatâs why their multipliers are too low and the example of FnR), itâs like break the most âprimitiveâ concept of the game, while I love primary skills receiving love and becoming viable builds. Itâs a bit awkward to see spenders doing less damage than generators. Theyâre more impactful(mechannic wise and more âcostlyâ to do) so they deserve being at higher tiers even if I love playing frenzy barb I think spenders needs to be one tier higher.
So for GoD, my Idea would be OR focus on momentum buffs until reach at least B or A tier OR just swap the damage to Strafe and deal properly with it. While solving the issues of pierces and stuff like that. Both solutions wouldnât mess much about the current playstyle of the build while addressing the problems they trying to solve. Also they need to give some love on impale build.
Simple idea : erase the missile dampening elites from the game.
There is no need to rework GOD DH !!!
The only probelms is Missile Dumpeneing, and this one make also GOD DH a bit stronger, maybe even 3 levels above.
Just fix Misisle Dumpening, either remove it from the game, it causes lags also, either just make HA to pierce with a delay on Dumpening shield, meaing in Dumpening shield to tick dmage pierce only once per xx msec.
This Blizz, This please!
Erase Wallers too =)
Why does Devouring Arrow increase in dmg with each consecutive pierce anywayâŚ? So Iâm kinda in agreement with:
and
But Iâm really surprised they just donât give each pierce some sort of diminishing returns instead. Capping the pierce at 2 just makes the rune obsolete. Shatter Shot will soon be obsolete if they nerf it as well.
I was thinking instead of each pierce gaining more dmg, why wouldnât it decrease in dmg instead, and when that dmg is 0 it would justâŚbreak. So maybe this still kinda falls in line with some of your other solution options. I dunno⌠It just seems to make the most sense to me. Give it higher end dmg, still allow it to pierce, but each pierce has itâs dmg diminishedâŚ?
But still either fix or remove Missile Dampening so pierces canât exploit it as it currently does.