A rift you play until you die doesn’t sound interesting. It hardly qualifies as content. I expected more balance changes, too.
Why im having this error??
ERR_TOO_MANY_REDIRECTS
S26 Dead on Arrival.
That prevents players from closing rifts that the one they are joining doesn’t want to close it.
Uggh Anothe season AKA another year without Tal Rasha changes/updates. S26 DOA!!!
Legacy of Raekor (4-piece Bonus): Furious Charge gains the effect of every rune and deals 1000% increased damage. For every 1% Life you are missing, the damage of your Ancient Spear is increased by 2%.
Legacy of Raekor (6-piece Bonus): Hitting enemies with Furious Charge increases the damage of your next Ancient Spear by 5500% and causes it to release multiple spears from its target. This effect stacks and is consumed from each released spear. This can only consume a maximum of 5 stacks at a time.
Ok, I am a barb main, been a barb main for a long time. Barb is by far my favorite class and Season 5 Raekor charge is by far my favorite Raekor setup. Why double down on this idea of ancient spear or thrown weapons? Just double down on Charge itself, IK with great supporting items can easily be the thrown weapons set its a very basic set.
“For every 1% Life you are missing, the damage of your Ancient Spear is increased by 2%.” GET RID OF THIS PLEASE FOR THE LOVE OF GOD, didn’t we learn our lesson with Shi Mizu’s Haori and DH? it was an awful build and super annoying.
Now excuse my rage because barb has been a forgotten for a long time and seeing this idea of doubling down on Ancient spear as a long time barb main i am extremely frustrated. Also to keep this on topic with suggestions here they are
Legacy of Raekor (4-piece Bonus): Furious Charge gains the effect of every rune and deals 1000% increased damage. —this can stay this way just get rid of the idea we have to use Shi Mizu’s
Legacy of Raekor (6-piece Bonus): Hitting enemies with Furious Charge causes them to take XX% increased damage and slows their attack speed.
instead of doubling down on ancient spear, double down on FC, you have an AMAZING item in the game “Vile Wards” that seriously buffs FC but due to you doubling down on thrown weapons for Raekor it has completely fallen into the void and is worthless, it needs its damage buffed.
One of the biggest issue charge barb runs into is survivability, been that way for a long time, with a few recent changes they are a bit more tanky but a lot of their survivability is mobility, Now i don’t mind sprint being apart of the Furious Charge builds, it fits with mobility. Having a damage amp on the 6 piece, and an att speed slow helps with survivability a ton, as well as making sure people aren’t abusing it because its on 6p Raekor for support barb stuff.
Now I’ll be 100% honest I don’t think my 6p set bonus is massive and the best idea since sliced bread, but imho tying ALL of Furious Charges’ damage to 1 ability and making it so you wear “Shi Mizu’s Haori” in order to play at 1hp for max damage is a bad idea and its a bad play style. Allow IK with support items to be the set you use WITH good support items to make a build. Don’t force Raekor to be there for ancient spear and throw away Furious Charge, double down on Furious Charge and drop the whole Ancient spear idea.
Keep the weapon throw support items buffed though, I loved the idea of a weapon throw build just dont get rid of Furious Charge in order to do it.
I always thought of IK as the Spenders Spam set considering how the 4pc works.
IMHO, H90 would have been a good set to focus on all primary skills or primary skills + generator play styles which would incorporate the thrown weapons playstyle.
Currently, the set is:
- Double the effectiveness of all Shouts. Feared, Stunned and Frozen enemies take double damage
- Each stack of Frenzy reduces damage taken by 6%, and Frenzy lasts twice as long
- Frenzy deals 1000% increased damage per stack
What I think they should have done:
- Double the effectiveness of all Shouts. Feared, Stunned and Frozen enemies take double damage
- As long as a Shout is in effect, gain 75% damage reduction and Frenzy lasts twice as long
- Primary skills, Ancient Spear, Overpower and Revenge deals 10,000% increased damage
You can go with just a single primary skill plus all buffs/mobility skills, or a primary and spender with FnR… Would have made WT/BT ranged build or the leg that turns Bash into a powerful spender work. There is no native fury generation in the set to sustain a spender only playstyle so using a Primary Skill is a must.
They can then focus on making Raekor a set where FC does damage again.
Overall very excited for this new season, but please, change/get rid of the Raekor 4-piece ancient spear thingy.
Power creep has made it so that most monsters either don’t really dmg you, almost kill you, or oneshot you, allowing for no real nuance for a build like that. This results in a mechanic that’ll show up once on a wudijo video and will go unused by most of us, hated if it’s a requirement for the build to actually work.
Get the scene from idiocracy, when they are testing the iq capabilities of the main character? Devs are the guys next to him.
I was right to keep my expectation low for S26.
Me to but tbh not really. I mean with all of the crap going down at Blizzard I’m kind of surprised there is a PTR at all.
When I saw Sader changes I was really hoping for Sader minions to maybe get a buff for something exciting and new, but alas, not a chance in hell that is going to happen.
Barb changes feels like, nobody cares, and I don’t think anyone will play it.
Monk changes are like uh OK small nerf that reverts back to the way it was before you over buffed fire. So water again. Err… Still don’t like it.
Was hoping for more everything. Wasn’t expecting anything tho.
And Witch Doctor still sucks.
Yeah witch doctors still struggling… I’m not sure how significant the sader nerf is, but maybe WD can have a role as trash clear with mundu now? Might be similar in power to marauder, necro and wizard? Might be several classes at about same power for trash killer in group meta runs if sader is nerfed enough, so that’s good.
And spooders aren’t THAT bad right? I mean WD is definitely struggling, but maybe the monk and sader nerfs will make them slightly more viable in comparison.
Speaking about group metas, who is rift guardian killer now without fire monk? Back to valor sader?? I hope metas wont be sader on both TK and RGK…
Please do not remove this revamped Trials activity at the end of the Season. Having more things that you can do is good.
So instead of being forced to play a Trial before we can open a GR, we are now graciously granted permission to play a Trial after we complete GR?
I am thinking it has to give way more XP to be viable for XP farming, cause at some point the difficulty will slow down progression in a way that makes it inefficient if it isn’t a big boost.
I wonder about the items as well. Surely they will give more than a regular GR? But you can also only give that many. But then, the fact that the regular PTR drop rate isn’t there to “allow for more precise drop rate testing” makes me think it is maybe specifically to test the drops we get from there. Could mean something like all items are ancient/primal or higher chance of primals? Or some mechanic where you can influence which items drop so it is easier to get the ones you need?
Think it depends on their goal with it. Is it mostly for efficiency to get more XP/items than we would normally get to provide more power than non-seasonal or is it meant as a different activity/challenge with those rewards as a bonus.
oh please remove that 30 seconds rift timer as well
It remains to be seen if it’s a trial or something else. The description reads…
rewarding end-game challenge where players fight within the memories of Nephalem who fell in a Greater Rift.
… which is vague as hell.
Some players think that this mode is going to still play like a GR but will only allow you to progress to the next level after you kill all enemies on a level.
But it could be something like trials where mobs spawn in at harder and harder difficulties.
We will see when PTR hits.
- Players receive the following rewards upon completing an Echoing Nightmare: EXP, Legendary Items, Blood Shards, Gems, and a new Legendary Gem, Whisper of Atonement.
The reward for Echoing Nightmare feels pretty lackluster unless the EXP that it gives is higher than GR150 on average or else I just can’t see people will excited about playing it after they finished their augment with Whisper of Atonement.
So if I am reading it right and I believe I am this season allows us to basically get to farm mildly modified GRs so we get a chance to farm an uber GR for basically a gear augment shard? Am I missing something because that sounds like nothing to me.
We will have to see what the rewards are like and also if the Echoing Nightmare is an uber GR or a revamped trial or something else altogether. The Echoing Nightmare may reward a lot of xp, may have higher chance of primals and ancients which, given the frustrations I had this season with finding an ancient M6 helm/gloves/boots with the right stats, would make finding an ancient that’s worth augmenting worthwhile.