General Feedback

So, I focused my testing on the rework of the Inna’s Mantra set, and the ethereal items.

I will start with the ethereal items. I only have a couple of problems.

  • Drop Rate Chances
  • Variety

First, to the drop rates. I agree with most of the people, these are very special items, and they are to be collected…and you are forcing us to collect ALL of them to get the achievement and the ability to transmogrify the appearance.
With the current drop rates, I FEEL as if we are being forced to play every class just to help make sure we get the different class ethereal weapons, which is just silly.

Maybe change it to only need to collect nine (9) of the weapons. That is three different class characters, and about half of the available ethereal weapons. I feel that is more fair to the general audience of players, so they can get the achievement and ability to transmogrify the appearance of the ethereal items.

I understand that it is supposed to be a “Feat of Strength”. I get what that means. The problem is that the drop rates would make it nearly impossible to get all of the ethereal items for the achievement. It would require you to play one character of every class in one season, grinding and grinding and grinding until you happen to get all three of them. Frankly, that is just too much.

Again, I feel the solution is to just make the ethereal weapons drop at a higher rate than legendaries, and to let them drop on any character, so that way you would only have to play the ONE character instead of seven (7) characters.

Now, to the second topic of “variety” and what I mean by that.
I have a very specific problem with my monk. A two-handed weapons. Monks and Barbarians especially, should have the option of…maybe reforging? the weapons into a two-handed weapon? Maybe Blizzard could make them work like the Barbarian weapons in D2, where you could wield some as one-handed or as two-handed, and the damage would be changed appropriately.

Especially for the Inna’s Mantra set. One of the cool things about the set, is that the weapon that is part of the set increases the damage of your Mystic Allies by 100%+, which is awesome. So maybe have a two-handed weapon that can replace Inna’s Mantra.
OR PERHAPS you could make one of the ethereals drop with the specific bonus of 100% damage for Mystic Allies. I am aware that all of the ethereal weapons have a 100% bonus damage to all class skills, but maybe there needs to be one for the Mystic Allies in specific?
I don’t know. It was just something I noticed and thought about.

Now for the Inna’s Mantra set in specific.

  • Inna’s Mantra 4-Piece Set: Gain the base effect of all four Mantras at all times. You gain 5% damage reduction for each Mystic Ally you have out. Your Mystic Allies no longer take damage.

I have no feedback for this in specific, I feel like it is exactly what it needs to be so I do not think it needs any changing.

  • Inna’s Mantra 6-Piece Set: Gain the passive abilities of the five runed Mystic Allies at all times. Attacking enemies creates your chosen Mystic Ally that lasts 15 seconds, up to 10 Mystic Allies. The damage of your Mystic Allies is increased by 950% for each Mystic Ally you have out.

I think that the only change that needs to happen, is to just increase the bonus damage to 1000%. I feel that it would even the build out a bit more, and would not shoot the damage up too high

  • The Crudest Boots: Mystic Ally summons two Mystic Allies that fight by your side. They deal 300% to 400% increased damage and are able to attack with their active forms longer.

I feel it should just be a solid 500% increased damage. I could be wrong, obviously, I just want to see it while we are in the ptr to see how far people can push it, because I do not think it is enough damage.

  • Bindings of the Lesser Gods: Enemies hit by your Cyclone Strike take 300% to 400% increased damage from your Mystic Ally for 5 seconds. Split Fire Allies gain 5 times this bonus.

Again, just make it an even 500% damage. AGAIN, I could be wrong, but it feels off.
I am playing favourites, because Inna’s has always been my favoured set, along with the Seven Sided Strike build.

I have no further feedback as of today, so I will be updating this periodically.

Let me know what you think about anything I have said in here, and try to keep it productive and on topic. This is not a complaint thread…

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By the way it sounds, you didn’t do much if anything at all, with the Inna set. 1000% damage per mystic? It’s like saying “Just use your follower to do more damage.” Realistically, it would need to be 4000-6000% at minimum. It probably needs to be more. The damage reduction isn’t fine at all. With TR it’s not too bad, but it’s stronger as a melee build and you get 1 shot extremely easily even with stacking damage reduction. Not even talking a high grift level. I had 92.5% DR with 57% dodge rate and obviously my mantra. In grift 100 with 10k mainstat and 800k Hp, I was getting 1 shot with full damage reduction. It needs to be higher.

If you did play with the set, those modest numbers and saying idk when presenting them, just shows you don’t really know how the game works. Unfortunately, with that bug that came out, we won’t know unless they reset the LB of what level Inna’s can push. Last I heard, it took a paragon 10k to hit 130 grift, which is awful btw. Might get to 122-124 at 5k paragon, which is under the mark for their “ideal paragon/grift ratio” which should honestly be changed. To get 10 more grift levels, the damage needs to go up by 4x. I feel it should be closer to 10x personally for 15 grift levels.

I mean, I’ve been farming Grift 100 to level up my gems.

It is not like saying anything about your follower. It is 10,000% damage increase with all your Mystic Allies.
If you are asking for 4000-6000% damage per Mystic Ally, that comes out to be 40,000-60,000% damage increase, and that just sounds absurd.

It is 50% damage reduction. The same as many other sets from various classes. So if you are getting one-shot, that is on you. I have had zero problems, and I have not heard/seen anybody else having that problem.

I am aware of how the game works, but I am not over here running numbers and snapshotting my damage numbers to give a perfect increase of damage %. Chill out my dude, it was just an idea for a range of increase.

Not true at all. One person had Grift 130+ with Paragon 1k-ish.

I feel like you are the one who did not really experiment a lot with the set.
Your response was a bit toxic, but still on-topic. Keep it up.

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They completed over 130 with a bug. Someone did a 150 with 1500 paragon, does that sound ok? Which I also mentioned earlier but you glazed over, while also glazing over the important part of why you need to add that much damage. You’re adding 500% additive damage to the build, which isn’t anything. May as well just have someone tossing pebbles in the background. Here’s how you get the damage required for the greater rift.

Each level of greater rift increases the health of monsters by 1.17x. To get the required damage increase for the greater rift you want to reach, you need to use this equation:
1.17 ^ XX - 1 = multiplier

So in the case of getting 10 more greater rifts, we need 3.8x more damage. 4000% would be a bit above that. 6000% is lower then I believe it should be. As far as damage reduction goes, I am absolutely not the only one to complain, look around. Like I said, with a TR build (which not only are we trying to avoid that, but it’s weaker then melee) you die pretty easily if you’re not SUPER careful. Just because class sets have 50% DR, doesn’t mean it’s a good thing, especially for classes that have to stand still.

Here’s an example of why I am right. Invokers is 67500% damage for the first hit. If you made it 675000% damage, it wouldn’t even get close to competing yet.