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:
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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.