Developer’s Note: We recognize that the Bones of Rathma set plays similarly to other Necromancer builds. Our goal is to preserve the fantasy of the set while maintaining diversity among the Necromancer sets.
Do blizzard realize they ARE making sure the rathma set plays similarly to other necromancer build , so let me get this straight , blizzard don’t want people to play similar to other necro build but make the set work EXACTLY like other necro build/set namely masquerade bone spear projectile .
So no perma immune from rathma shield but LotD captain crimson invulnerable is absolutely fine ? Do developers play the game ? or just salaried worker that have no idea what they are doing ?
I mean, initially they kind of accomplished that goal since you could actually ignore Bone Spirit, and having large numbers of minions that do absolutely nothing is technically a pretty fresh take on the class fantasy for Necromancers, Diablo 3, and games in general.
They didn’t just clip immunity, they clipped every build that wasn’t a Bone Spirit bot. The response completely locked the set down.
So you’re sayeing haveing a bunch of minions doing nothing is good and something out of the ordenary? Can you pleas name just one other set that uses all the summons to defeat the monsters?
Yeah I’ve made the Bone Spear-it crack a few times since 3/4.
Most people knew immunity was going to be a problem and some of us were even playing without Rathma’s Shield specifically because of that. You could easily take Army of the Dead off the passive without it really impacting this set or anyone else. A 60s cooldown is, I guess, a hamfisted but acceptable fix to that problem if you don’t care about how the passive interacts with any other build.
Effectively increasing the cooldown of AotD was unnecessary at that point.
Reducing the damage of AotD by removing it from the bracers was also unnecessary, but explains why the cooldown was changed despite the immunity issue already being solved: they simply don’t want you using AotD to do damage.
You will use Bone Spirit to do damage with Rathma and you will @#%$ing like it, basically.
p sure you’ve liked and responded to enough of my posts in the past two days that you should know better than that.
It’s not good, but it is out of the ordinary to have a “minion” build where the minions are only there for moral support.
This is literally the same post I made a few days ago.
Which is a continuation of the original post.
Maybe we could keep the feedback for this particular set to one large thread?
Not because it is mine, but to just help concentrate efforts/communications to maybe get through to Blizzard?
This is exactly what I meant. The new rework for the Rathma’s set was actually fun and I enjoyed it thoroughly, because It made me feel like my minions were actually doing something for once, or that they had a purpose besides healing me or freezing enemies so I can still do all the work.
I don’t know if I would call it cancer, but I do agree that it plays almost exactly like the Pestilence sets, and frankly makes me not want to play my Necromancer again.
Which is why I had initially suggested a diminishing return value for the Cooldown of Rathma’s Shield passive.
Have it last 4 seconds, then 3.5, then 3, then 2.5, and so on, until it does not last, then the cooldown is reset after 8 seconds which is double the duration of the original buff, then you start over again. Those are just example numbers, and I would hope that somebody smarter than me could figure it out, but still.
Doing it that way would let the set retain its original form with the rework, it would not make your necromancer an unkillable death-machine, and it would not require you to change a single passive that affects the entire class, and not just one build.
You are right, it was a very ham-fisted fix, that did not really fix anything at all.
As rude as that is, I fully agree. That is EXACTLY how it feels now.
The introduced a rework for a set that worked in every way, and had options, but then ham-fisted it as you said, and now you can only do it one way, and frankly it is not different from the other sets now.
I feel the community has the answer to the problem, but Blizzard just has not seen it yet…or is ignoring it, but the result is the same.
Anybody have any suggestions? Maybe you can go read my initial feedback post (which is well written if I do say so myself LOL) and maybe carry this over to there to consolidate?
I am confused on why Blizzard is so against minion builds… I mean what happened here, are they preparing us for that minion builds in the next diablo are also not a thing?
If I was held at gunpoint and had to provide a reasonable explanation, I’d probably guess that they’re against minion-based builds because they’re too easy to not play.
I’m willing to bet that it messes with the servers a bit, because it’s damage calculations coming from many sources at the same time. It’s generally not an issue until you get into high GR’s when area damage starts to really mess with many builds.
The issue as I understand it, is that because they decided to have massively high “flashy” numbers when the genius idiot who shall remain unnamed decided to “double it” or something, these calculations start to become absolutely immense. When you see crit numbers in the quadrillions being calculated and then area damage kicks in, and then you have say 20 something minions, for each player times 4 players, the server crashes because it cannot handle the calculation load.
This is also probably the real reason why we only have 4 player MP instead of the traditional 8 player from Diablo 2.
That has nothing to with whether they are 4M or 4B.
The game doesn’t chug/crash because your “cup” got too full of numbers. Dividing damage by 10 (or 1000 or even 1,000,000) isn’t going to change that. The performance issue is specifically the large number of calculations and not the calculation of large numbers.