Great idea! We talk about it a bunch in this thread: Community Contest: Legacy of Raekor - #12 by Poconut-1717
I think it really fits the theme of the set to stay moving.
Great idea! We talk about it a bunch in this thread: Community Contest: Legacy of Raekor - #12 by Poconut-1717
I think it really fits the theme of the set to stay moving.
Yeah, If one were going to rebuild Raekor while still keeping the focus on Charge, I definitely do like the idea of adding a “distance traveled” component, to thwart wall-charging.
I’m all for fixing wall charging, and for a small buff to Charge damage, but let’s be honest: Vile Charge is a terrible build. I’d prefer to think of Charge in a Toss build like Whirlwind is to Rend.
The frustrating thing is that it doesn’t have to be. I used to start seasons with an R4 charging build and load up cdr and movespeed and it was tons of fun. Tops out around T6 though.
I can imagine VC being a pushing build that focuses on geometry: lining up big pulls with elites at the back for huge damage. Unfortunately with wall charging any sort of strategy is inferior to just attacking super quick by hitting a rock.
Vile charge could be fun. Tweak some movements here and there. Make it feel seamless and smooth. Add some cool sound and lighting effects. Make it “feel” better to play. Kinda like a straight line version of spin to win. I dunno, lol.
I’ve always been amused at the idea of ramming into monsters. It’s not the build that bothers me, it’s the functionality of it. As soon as you get into a not ideal situation, you’re without charges. (I know this can be somewhat countered by knowledge of the playstyle)
But I have a heavy problem with the concept of working down an elite and having to sacrifice the kill because you have two mobs total and that’s not enough to keep your charges of furious charge going. It has a frustrating handicap for a build that doesn’t even do comparable damage anymore, as well.
On the side of a boulder toss build. I’d love the hell out of it, honestly. I used to adore BT as a rage dump for LQ, so it’s not something I’d turn down.
Revised notes are up.
A few quick takeaways of consequence:
Terror shard nerfed (75% dmg/cooldown → 25% dmg/cooldown, and ring of fire effect reduced in range and frequency)
Anguish shard nerfed (now gives twice as much increased incoming damage (+50%) as move speed / CDR (+25%). And deathblow effect debugged to remove Sever effect, plus issue causing it to do more damage than intended).
Diablo 3 PTR 2.7.2 | Now Live - Updated 11/12 — Diablo III — Blizzard News
My Impale DH went from being able to solo GR145 pre-patch to struggling in GR130 post-patch. Helm shard went from 650 All Resist to 55 All Resist, so a major drop in mitigation. The increased mob count (100 instead of 50) to trigger the killing circle and the vastly reduced damage of it, means it takes many seconds for an elite in it to die, and can’t kill a Guardian.
I suspect I’d top out around GR132-133, so it’s at least a 10 GR nerf.
My rathma 130 time went from 3 minutes to 6 minutes. SUCH OUTRAGE!!!
Okay, maybe not so much. Still a lot of fun.