Ptr Feedback S29

Fissures:
Seem kinda fun to do for a bit and decently rewarding, a bit annoying to farm sometimes. In total nothing too much to complain here.

Paragon Cap:
Currently not a big fan of it, makes many builds pretty unpleasant to play.
Best scenario for me would be two seperate leaderboards depending on how many paragon points you use or 2nd best just having two split modes.
If they want to keep the cap for everything i would love to have one that is both reasonable achievable if you are a dedicated player (maybe 5000 for group mode and 3000 for ssf).

Paragon:
Quick edit: Even if they give us a higher paragon cap i think they should leave it at 200 points in the offense/defense/utility tabs.
I dont get the movementspeed change…
Overall a fan of being able to spend freely in the tabs, since it rewards game knowledge (like breakpoints for attackspeed),maybe 100 points per stat would be better to force more choices on players since currently you often just max out one stat. They could also put the system in nonseason for the offense/defense/utility tabs in my opinion.

Class changes:

  • Necromancer:
    Hunted Vision change is very confusing to me since on live it worked exactly how it was worded (“They can now duplicate Grim Scythe instead of Skeletal Mage” → implied possiblity → doublicates mages if you have no scythe equipped/doesnt with scythe equipped).

  • Crusader:
    Good changes!

  • Wd:
    Also looks good and pretty powerfull!

  • Demonhunter:
    Nice change but in the end it doesnt change the optimal playstyle of strafe weaving for pushes.

So now for some general things oreks dream density on moors and desolate sands make oreks dream way more desireable now (sometimes even mandatory for some builds) which is a thing i dont like, so i would either want those changes also in normal greater rifts or none at all.

Some weird things i noticed is that sometimes Gr guardian minions did not despawn after killing the boss.

Maybe a nerf to nova and meteor wizard since they are way out there powerwise.

Yep. And it feels awful now. My speed farm trag’oul’s mage build is no longer viable.

Don’t touch my nova!! LOL

It’s still much in need of a single target buff. I’d be happy with a 50% nerf to aoe damage if I got a 200% buff to single target, or something like that. Area Damage is lost on this build, as it’s literally the only stat worth taking in the 4th tab (offensive in utility tab???), and it does nothing for GR fights if there’s no adds. Without being able to stack intellect for massive damage, getting to GR150 is going to be a slug. I managed 125 fairly easily so far with no primals, but with everything augmented with lvl100 gem and 800 paragon, +45% nova damage, +40% physical damage, 0% movement speed.

I actually miss the possibility of a Bloodmages build. Yes “Rats” was OP for group farming, but why should group farming destroy a nice solo build option?

With SSF the xp advantage of groups is a non issue anyways.

I’m not content with the Crusader changes yet. Sure a good start but needs some more polishing.
My suggestions would be
→ Please move Khasetts legendary power to bracers or merge on top of the Vigilante Belt
→ Clarify the Tooltop on how the bonus damage calculation works
→ Keep the power active for 5s after using Steed Charge

I do agree that they should increase paragon cap but just like you mentioned, they should keep the cap of 200 per category and excess paragon can be applied to mainstat + vit

Nova should receive a tweak imo.
The item that grants this insane aoe damage should have a cap on the aoe damage but again an attribute like “x4 this bonus if only one target is hit”. Tbh I do think that the build itself needs a nerf or all other builds except for Tal Rashas a buff … limiting the AoE potential should be the nerf this build needs.