Patch 2.7 re-balancing mega wish-list

Yea, that is a very good idea. gonna add to the follower post.

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Not really. That is more a solution that tries to hide the problem, rather than fix the problem.

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In this case, I am 100% with Shadout. The GROUP xp buff needs to go away. 4 players working together are already stronger and can tackle harder content; no need to double penalize soloers.

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Can we retroactively fix leader boards for new records that have not been credited? See the numerous threads in the Bug Report forums of GR leader boards not updating. Thanks.

I understand that it still doesn’t take away the difference but is there a reason people dislike it other than affecting their chance of leader board/comparing to other players?

That is the only thing I ever hear, but complaining about relative lack of mats for gearing makes sense.

I did some thoughts here

Lets say I’d like to get the glitches out of the game. Balancing is a thing of numbers. Since I play almost only monk I can tell you that defense is a really hard thing for monks. We do not have a 60% or 80% dmg reduction ring. So one of the most important: Let us get rid of unity as ring for any monk build. I personally would make desert shroud 80% dr instead of 50 since we have no defensive ring. Then also there needs to be something to make generator builds crowd control immune (since there is no epipany in the build). This is maybe the most squishy build in the whole game. The uliana belt should add stacks to the dmg reduction instead of refreshing - but also then uliana lacks on defense. The defense you need you can read by using swk set with tr: you have 50% set, 50% from epi, 25% from mantle of channeling, then 55% from rcr rolls and crimson (when you do it right) and taeguk gem giving defense. Thats the lowest values you need to be able to survive hardly.
In town I have approx 220 Mio toughness which is barely enough for 130. My season barb has 35 Mio toughness and in fight more toughness than my monk and I play barb the first time. Last season I played my non season WD - the toughness was way better than with my tr monk even if he has very good equipment. So when doing the balance please try to involve defensive buffs as well as dmg buffs and most important the glitches like if you have Flying Dragon equipped in the cube and you play LtK in theory FD should always proc double attack speed → in practise it does not because of lags. I’d be happy if you read my thoughts in the thread since I play monk from beginning (but that thread is pretty old so dmg numbers are outdated)

Yes. It affects each player on their own. Without any comparisons to other players.
Like, I can play solo or in groups. If I play in groups I get further than if I play solo (more XP, higher GRift, higher paragon, more bounty mats etc.). No competition is needed to make the imbalance very clear and impactful.

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OK that makes sense. I get you. I do agree that it would be nice if the two were comparable but it doesn’t bother me all that much.

Guess also because I tend not to push a build to its all optimised max. I try and go high and get optimised gear but usually when I get to a 1 100ish paragon all BiS ancient and augmented level I am already busy with a second character as well and getting that one there. So the fact that I don’t have that many more mats etc doesn’t bother me much since I get to that point with like 80ish hours of solo play anyway. I like to keep progressing the first build and it is fun to push further of course. And I realise that with group XP and gear advantage the mass amounts of time necessary to go from pretty damn good 115-120ish to one or two levels higher won’t be as bad.

Barb:

Change skills to:

  • Sprint cost no resource when there’s no monsters in 20 yards radius
  • Whirlwind - no resource cost when no monsters in 20 yards radius

Crusader:

  • Steed Charge has no resource cost when there’s no monsters in 20 yards radius

Demon Hunter:

  • Strafe can be used freely with no resource cost when there’s no monsters in 20 yards radius and you move with 100% movement speed instead of 75% as default…
  • Vault costs no resource when no monsters in 20 yards radius
  • Vengeance add the Seethe rune effect as a default to Vengeance skill and maybe even increase the Hatred gained from 10 to 15, and replace the Seethe Rune with a different NEW one…

Monk:

  • Dashing Strike has no resource cost when there’s no monsters in 20 yards radius
  • Tempest Rush has no resource cost when there’s no monsters in 20 yards radius

Necromancer:

Blood Rush has no resource cost when there’s no monsters in 20 yards radius

Wizard:

  • Teleport has no resource cost when there’s no monsters in 20 yards radius (it can either be added to the teleport skill as default or change the legendary power of the Aether Walker wand)

Witch Dosctors already have a legendary Mojo that allows to use Spirit Walk freely when there’s no monsters arround…

All the changes above would help those who join a T13-T16 and want to quickly “Catch up” to the group, when you’re doing bounties Solo or in Group or if you want to clear both Rifts and GRs whether solo or in group even faster…

I’d really disagree with making movement buffs free just because there are no enemies nearby. If anything those buffs should be more limited in D4 (no reason to do much about it in D3).

Now, having items that do some of this stuff can be fine, since using the item is a cost.

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You mean cooldown, right?!

What about this:

Steed Charge

  • Steed Charge has an unlimited duration and does not trigger the cooldown when activated while there are no enemies within 20-30 yards.
  • Steed Charges that have been activated when there are no enemies within 20-30 yards cause you to get dismounted automatically when you come 20-30 yards close to an enemy.

I don’t know. While this whole idea is interesting, it does not feel right for me. Maybe because it breaks the fantasy too much, dunno. I had to listen into myself a bit more to come up with a precise answer for why I do not like this.

Maybe it could be a legendary that allows these skills to have this effect. That would be fine.

So you’re saying you enjoy walking as fast as a 80-90 year old lady when you start a fresh char in season or even with your basic 25% more movement speed with paragon?

Seriously the cartoon chars from Torchlight 2 moved faster by default when created than any D3 RoS char with 25-50% more movement speed

Maybe you enjoy your “Driving Ms Daisy” walk speed, but I would prefer a “Fast and Furious” one…

To be clear I’m a DH only char, but just because I want to make you move faster by using certain skills or by default, doesn’t mean I like the “Vault 3-6 screens away from others like a mad man style” from elite to elite.

I actually check almost every breakable and all chests I encounter in T13-16 rifts unlike those who play in pubs that speed from elite to elite…
That’s why I prefer playing solo, but that doesn’t mean I want to move like a snail or that when I’m doing a bounties, that I enjoy looking “forever” for the bounty location or the ONE monster left to kill…

Most players in D2 LoD who wanted to do fast Baal runs without botting they just used the enigma runeword and teleported to the throne in maybe 1-2 minutes…

Limiting the use of our movement skills or some “channeling” ones makes no sense at all if there’s no monster arround you…

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I wouldn’t mind default speed being a little bit higher, nor increasing the 25% movement speed cap.

That is quite different from teleporting/vaulting etc. for free.

And I’d consider that very problematic game design.

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(Base) Movement Speed and Movement Skills are two separate things.

imo the Base Movement Speed should be increased and the Movement Speed Cap should get removed, …

… however, the power of Movement Skills should be adjusted.

Some Movement Skills can be made better (like adding a 2nd Charge to the base skills of Teleport, Leap, etc) while other things that are related to them should get nerfed (like massive amounts of Cooldown Reduction and Resource Cost Reduction on sets and legendaries that allow these skills to be used so often).

Early game to too slow in D3 and endgame is too fast.

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Hi everyone. I’m glad to see so much discussion about the upcoming balance patch, and I’m extra glad to see our CMs interacting with the community.

The Barb community has put together a separate buff proposal, and I wanted to link it to help generate cross-thread discussion.

Thanks to everyone who helped write, revise, and brainstorm the proposal, and thanks to the larger D3 community for keeping the game alive!

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Nutcracker - Stunned enemies always take critical damage from your attacks.

Telranden’s Hand - Chance to Deal ???% additional Area Damage on Hit.

Flesh Tearer - All bleeding enemies deal ??% less damage.

Shukrani’s Triumph - Spirit Walk gains the effect of every rune and lasts until you or your pets attack.

new legaffix for Hex - Now the Fetish Shaman always follows you and occasionally casts a hex upon enemies.

Sledge of Athskeleng - The main attributes and duration of Berserker is doubled.
from 20 seconds to 40 seconds
Critical Hit Chance: from 10% to 20%
Attack Speed: from 25% to 50%
Dodge Chance: from 20% to 40%
Movement Speed: from 20% to 40%

new leg for barb Boots of Giant - While Wrath of the Berserker is active each your step causes an Ground Stomp and your Ground Stomp damage is increased by ???% (this dmg for Trembling Stomp rune). (this affix should work when we simply move without Whirlwind and Furious Charge ofc)

totaly sweeeeet :yum:

I was rethinking about the role in diablo 3. I think there are RGK, mob clearer, solo pushing, speed farming, def buff, attack buff, grouping, dragging.

RGK: build like heaven fury, shadow impale they should have damage mechanism that stack over time, or a mechanism that deal increased damage to a single enemy or first enemy hit.

Mob clearer: build that got mechanism whichscale damage with mob density. A pain enhancer is an example of it. Archon, spirit barrage, death nova also have a mechanism that scale damage with monsters. Build like star pack, work by using area damage, so in theory, skills that got a large area of effect could also be buffed to become Mob clearer build by stacking area damage.

Solo pushing build: build that good at both mob and boss killing. Usually, it damage multiplers are flat, and does not affected by mob density.

Speed farming: build that got screen-clearing effect or build that can attack while moving. They are also accompanied by fast movement. GOD DH, WOTW bar and POJ Monk belong to attack while moving. Multishot, WOL belong to screen-clearing build.

Attack/defense buff: any build that provides party benefit to other members.

Grouping build: build the excel at pulling a large group of monsters together.

Dragging build: build that can drag elite and move

Wild effect: There are also some builds that got wild effects, such as leapquake, Uliana, DOD, Jade. They hold a special role in creating diversity.

I think the 5 sets of each class should each take up one of these roles, there could also be hybrid build got element from 2 builds.

Barbarian:
IK HOTA should buff to become RGK, as HOTA has a small attack area.

IK Charge got scaling with mob density, but its area of effect is too small. It will left some monster behind. So it can only become a solo pushing build.

Reakor 6: based build couldn’t become RGK, as it usually only attack during COE cycle. So it should become a solo pushing build.

MOTE leapquake and Seismic slam: both builds got large areas and could become a mob clearer.

WOTW is clearly a speed build and should become one.

Frenzy bar is the current RGK build, but this will be overlapped with IK HOTA build. Perhaps, we can make both builds into hybrid build. Frenzy build would also provide defence buff to party and HOTA could provide attack buff to party.

Crusader:
Blessed shield: got a mechanism that scale with density. Should become mob clearer. The currently blessed shield bracer clearly contradict it.
Condemn: got grouping function and the dps is not bad. It can become grouping and mob clearing hybrid.

Blessed hammer: got item that deal damage to first 3 enemies hit and also got an item that increase blessed hammer damage per enemy hit by falling sword. I suggest picking a side to make it into RGK or mob clearing.

Shield bash: also got a mixed identity, shield bash itself deal extra damage when hitting fewer enemy, but shield glare change it into an AOE skill. However, this gameplay mechanism is fun so maybe we should keep it and make it a solo pushing build.

Sweep attack: it also got grouping ability and the area of effect is larger than condemn. Compare with condemn it is better at dealing single target damage, as it attacks speed make the band of the stricken stack faster. It also does not require at least 3 mobs to deal damage. So it should become an all-rounded solo pushing build.

Invoker and Heavery fury are both RGK build, perhaps we can make them differ from one another by giving defensive party buff to the invoker.
I would also suggest enhancing crusader dragging ability by buffing steed change.

Demon hunter:
GOD: speed build and best build for DH, it is overpowering compare to other builds.

GOD entangle support: 150% increased damage and group capability is hard to pass. It is becoming an essential build in 4 man meta.

Shadow imaple: one of the RGK option, can use a sight buff.

Rapid-fire: This build got a stack up time and a random area of effect, it could become an RGK build. However, this build will always have lower mobility compared to shadow impale, so I think it should provide another form of benefit.

Multishot: got good speed and large area of effect, could become either a speed build or a mob clearer. I think we should pick a side and buff it.

Embodiment of the Marauder: Sentries fire secondary skill remind me off trap assassin build in diablo2. It is fun, but it turns the set into pet build. So the current iteration of M6 is focusing more on the active attack part. I hope we can change it back, as this playstyle is different from other DH build. In terms of function, M6 can become mob clearer that provides defensive buff.

Want to post this part first, I will keep working on other class.

I think that would be quite awful tbh. Making sets even more limited than they already are.

The accompanying legendaries (and of course skill runes/passives) are what should/could define the specialization.
Using some legendaries for solo pushing, others for RGK etc. (and of course, some sets will inherently be better or worse for these tasks too, just shouldnt be a goal that they excel at one role each)

I guess it doesn’t really matter what happens to D3, it likely cant be saved at this point. Still seems bad to go further in the wrong direction of limiting builds options.

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Sorry for my wording, but I am still doing the analysis by build that are support by different item.

I agree on this one, I think broad-reaching sets are the answer, with interesting, non-excessive mechanics, then balanced legendary damage modifiers with unique interactions from legendary item choices.

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