I really hope all sets will be created equal at least in terms of solo, and there will no longer be a meta we are pushed into, but rather one of personal preference and individual skill.
There are tons of cool things in those changes would love to see at least some of them happening but⦠for me Mythic Rythm change is the one that iām waiting for⦠i love Uliana build but that stupid mechanic with Mythic Rythm is unplayable itās not about players skill⦠itās just annoying and since right now Uliana canāt compete on leaderboards itās totaly pointless to force yourself to use that counterintuitive mechanic
Akkhan set, the Akkhan awakening enable permanent uptime with 56% cooldown, but for monk, they need a 66% cooldown for permanent uptime.
The monk have it worst. Also I suggest adding cooldown for seeker of the light set, as it is a mid ranged build and Akkhan awakening donāt work well for the setup.
Alternatively, and additional effect can be added to the Monks Epiphany skill that states: āThe effect of Cooldown Reduction is increased by xx% on Epiphanyā.
For example when the effects of CDR are increased by 50% on Epiphany, and you have 40% CDR, then it will effect Epiphany as if you have 60% CDRā¦
⦠or with an alternative calculation:
1000.60.8 = 48 = 52% CDR.
Then it simply increases the CDR you already have instead of having to add new ones.
Nice approach, you inspire me to come up with a simpler solution.
Beacon of Ytar (Passive)
Reduces all cooldowns by 20%. Epiphany cooldown is reduced by 10 seconds.
I have also added a suggestion for crusader.
Long Arm of the Law: Reduce the cooldown of all skills by 15%. Increase the duration of the Active effect of all Laws by 5 seconds.
These 2 improvement should make both class more approachable.
All I read in this post is power creepingā¦if that will be the thing, than you can run grift 130 solo with paragon800. So max grift 150 will be an absolutly joke for pros in group and the new season crashed in day 1-2 because no more people relaise the leaderboards as an interessting piece of the gameā¦
I wouldnāt want the Rathma set to become a Command skeletons set. Yeah, LoD Singularity builds can use those three items, so the solution is to add something to the set that not only makes Army of the Dead useful enough to replace one of the current staple skills of the build, but also make up for the loss of those items.
One thing that the Seeker of the Light Crusader set could use is a QoL change to how Faithful Memory works.
Currently Faithful Memory stacks are reset to the number of enemies hit by the last Falling Sword cast. Instead, Faithful Memory stacks should stack with each Falling Sword cast. This would make it far easier to keep Faithful Memory stacks capped and be a huge help to console players since targeting with Falling Sword is pretty wonky on console.
Because they think that [quote=āXelNagaIvan-1363, post:1, topic:20319ā]
Xephirian, The Star of Azkaranth, Countess Juliaās Cameo, Talisman of Aranoch and Maraās Kaleidoscope. Now also provide 40% elemental damage of their corresponding element.
[/quote]
That is actually awesome change. Simple and effective.
An interesting change that affects pet build.
Isnāt the Elite damage will kinda overlap with Furnaceās power?
It is good news for the fire build class. Would it OP if it also increases 30% defense for 5 seconds if you get hit by fire damage?
So Xel, I finally found the time to read through this thread as well and respond to it.
It could also remove the movement speed cap and lets you deal increased damage based on movement speed, as well as reducing your damage taken based on your movement speed (maybe up to a maximum so that GoD DH doesnāt become too powerful with this)
(2) gain xx% increased movement speed and removes the movement speed cap
(3) for each x% increased movement speed you have, gain 1% increased damage, up to a maximum of xx%
for each x% increased movement speed you have, gain 1% reduced damage taken, up to a maximum of xx%
This is interesting and it also has the interesting kind of affixes that I would like to see more of.
This is actually one of the things were I would go with a ātransformationā option, because it also can make builds more useful that do not use an Ultimate like Wrath of the Berserker.
For example:
Krelmās Buff Bulwark:
(2) Set: 50% control and impair reduction
(3) Set: You deal xx% more damage based on your CC Resistance and you take xx% less damage based on your CC Resistance if you are not immune against CC effects
That means that you gain a massive amount of damage and defense based on your CC Resistance if you currently do not have skills like WotB, Vengeance, etc active, which might make builds much more appealing that do not use these skills, while at the same time still having a decent amount of CC Resistance.
What do you think?
I maybe even would add Arcane Enchanted to this and give it the simple bonus:
(4) when you have been hit Decelerator, Molten, Plagued or Arcane Enchanted, you deal xxxx% increased damage for the next xx seconds.
I do not think that this is the perfect solution for imporving this set, since this set was designed with the intent that you can choose on whether you wanna dual wield (axe + class weapon) or use a shield + 1h weapon.
I would redesign this. Not sure how you would do it, but you should redesign this suggestion in a way that the set also becomes viable with both dual wielding and 1h+shield.
Oh, I love these.
An alternative suggestion in this direction could be:
° Adds xx% of your resistances of the corresponding element to your weapon damage.
For example if you have 2000 Fire Resistance and the Amulet adds 20% of that damage to your weapon damage, then it would add 400 Fire Damage (flat) to the weapon.
Numbers are just examples for the purpose of illustration of course.
But 40% Elemental Damage is okay as well, probably as the legendary special affix on top of the immunity. Great suggestion!
I also would give the amulet a chance to charm enemies when they hit you.
So you both have a chance to charm enemies when you hit them, and when they hit you.
Interesting.
However, since Massacre Bonuses are disabled in Greater Rifts, it might be more interesting to summon the Skeletons when you encounter an Elite, similar to the trigger condition of St. Archewās Gage.
The SoJās legendary affix needs a major redesign anyways, so I donāt think that your suggestion is enough.
The main problem with the SoJās new power is that it is basically useless.
95% or more of all builds are already focusing on only one element, which means that this ring will do nothing for most build, and also you have to give up a ring slot or a cube slot which could be used for a much, much better ring, like Unity, F&R, CoE, Compass Rose, etc.
The most simple fix for this ring would be to increase its [Single Element] Damage Bonus from 15-20% to 35-40% and maybe even the Elite Damage from 25-30% to 30-35%.
That would make it at least make it worth to equip it since the damage is now closer to the other rings.
It can be further improved by changing the legendary affix so that all your [Single Elemental] Damage Bonuses combine and you gain the accumulated damage to all elements (e.g. when you have 15% Fire Damage, 30% Cold Damage and 10% Poison Damage, you gain 55% Increased Damage to all Elements).
The mechanics of this Ring are kinda annoying, so a simple damage buff is not enough imo.
I would remove the fear mechanic and just let enemies die in a blood explosion that deals xx.xxx of your weapon damage (or maybe life your per kill).
° Enemies you kill die in a Bloody Explosion that deals xx.xxx% of your weapon damage to nearby enemies.
EDIT: I just realized that this exact effect is already on a legendary weaponā¦
It could keep the fear mechanic as a secondary affix that gives you a ~2% chance to fear enemies when you hit them, like on a weapon.
Yes, please!
In Diablo 2, Bul-Kathos Wedding Band gave you +1 to all Skills and a massive amount of additional health, so I maybe would double down on the health part.
° Drain Life from enemies around you and increases your maximum life by 30%.
Or
° Drain Life from enemies around you, increases your maximum life by 30% and deal 30% more damage.
That actually could be an alternative option t wear instead of a Unity or CoE.
How about this:
° Taking Fire damage restores your primary resource.
° Transforms 100% the damage you do into Fire Damage.
° You deal 30% increased fire damage.
Now, since Fire LoD builds area already superior to all other elements, because they can use Cindercoat (30% increased Fire Damage + 30% resource costs to Fire Skills), this item would double down on this and cause all skills to also benefit from Cindercoats resource cost reduction, since they now also would be considered Fire Skills.
What do you think?
Anyway, thanks a lot for this thread!
It was a great read and fun to discuss.
And maybe later you or someone else can make a thread about the other items that are missing from this list, which could be improved, like the elemental damage weapons like Thunderfury or Sky Splitter.
As of late, feedback towards the season experience, new set/class/item adjustments and general thoughts on Diablo have been the key topics read and shared with the team. I personally commit to spending time to also shed light on topics and discussions like these that tap into creative player thoughts that can spark inspiration for the team.
Please x1000T keep sharing of ideas and recommendations knowing that the community team is here to amplify your voice!
And especially some items that make you not wanna use one of the Ultimate Transformation Buffs like Vengeance, Epiphany or Wrath of the Berserker in your build, since they are in almost every build.
Unless it is:
XXX% dmg for each different class-set equipped. That could be something.
(would likely have to be minimum 3 different sets to get any bonus, otherwise some of the dual-class set builds would likely become OP. Or, just not allowing any 6 piece bonuses to be active)
Other than that; Deal XXX% more dmg if you are not grouped with any zDPS builds.
I donāt think youāre getting it. It could be designed two different ways. you could gain 3% damage and 3% DR for every set item you have equipped (assuming, 10.) as Krelmās, roughly 30% damage and 30% DR for a two piece belt + bracer combo.
Or, it could be Blackthorneās, where you gain 1000% damage and 5% DR for every set item you have equipped, so you could build a set LoN build. Again, figuring about 10 set items, youād get about 10,000% damage and 50% DR for a 6 piece BT set.