Resource Leech?

The community asked you to take this out of diablo 4 and you toned it down extensively. No one likes it. Why are you adding it to diablo 3?
“Resource Leech: Hitting a player removes 65% of their maximum resource.”
This is a unneeded change that doesn’t belong. Everyone has already agreed it is a horrible mechanic, please get rid of it. Thank you.

9 Likes

It seems like if it’s a common enough affix it will force a meta of builds that are less impacted by it, or it’s uncommon enough that builds affected by it will just run past any enemies with it.

Hope that one doesn’t make it through the PTR.

I’m willing to try it… A challenge? Something that requires blood flow to the grey matter? Yes please.

2 Likes

Dunno, “don’t get hit” is a fairly low bar.

IKR?

Might even have to slow down those lightning speed builds a bit. :stuck_out_tongue:

If resource drain is limited to monster coming up and hitting you, on paper you can get around it, given that there aren’t too many present at once.
I think Gogok may see some use if that ability is limited to normal attacks of monster, and not spread to a laggy instant activation Frozenpulse, or Poison puddle.

You only need to delay the activation of your resource battery skill if you have one because it is obvious that this affix is less of a threat for basic attack generator builds but still gonna dent your flow. For stacking affixes you need resource cost reduction and plenty of passive resource regen. Even extra resource replenish passives from generator attacks, increased max resource pool passives or health globe related bonuses would be worthy to equip.
Lastly you need crowd control to keep them at bay and additional damage boost against crowd controlled targets. So, get ready to equip your Followers with extra CC procs.

I was thinking the exact same thing.

1 Like

I read that and my first thought was will it activate through shields? Wizards, GoD DH and MWG builds will be the meta if not.

I like it.
Should have added an anti-CDR version too.

Oh wait, they did.
D4 1.1 was the best Diablo patch in over a decade. But this one is up there too.

As for D4 resource drain. It is a problem because it was bugged and drained way too much. But the basic idea of draining resource is perfectly fine.

I tend to disagree because resource in this game tends to be a very binary situation. You either have enough to cast or you don’t.

This alone makes it very hard to balance around but wait, there’s more. The second issue is the set dependence means only a certain skill, that likely uses resource, can do any damage at all. Without resource in this game, you might as well unplug your mouse.

Sadly true that you only deal dmg with one skill in D3. But you can use attacks for getting back resources faster, allowing you to deal dmg again faster, so there still are other options than unplugging your mouse :slight_smile:
It pretty much just seems like an affix that might make resource regen better in some situations.

If the altar can be permenant,I can accept it.

I was wondering about this one too…

  • Enervating: Creates an area of effect around the monster that reduces the player’s Movement Speed by 65% and Cooldown Reduction by 50% if the player is in the vicinity of the monster.

So, Blizzard hates players with melee builds?

2 Likes

F both the resource eating and the cooldown eating afflix. Delete them now!

2 Likes

This is pretty much a “Play ranged or generator only builds!” kind of addition. Mana Burn only “worked” in D2 between more readily available leeching and potions. D3 doesn’t have that. Change it to reduces your current spender pool by 1-5% at best or just scrap it entirely. Enough to make you think about managing a pack more carefully, but not vile enough to shun entire build types.

The 65% is too much if the leech occures on every hit. But if it’s a one time or long CD ability of the AI, it seems okayish.

65% every single hit certainly sounds like too much. Having it as a special ability would make more sense there. Maybe “only” hits from other elite affixes should trigger it?

As for CDR stealing in vicinity, eh, yeah, it probably should be changed to affect characters in all ranges. The movement speed part seems fine to only affect nearby players. Giving monsters a Bane of the Trapped after all these years is extremely appropriate :smiley:

Of course, Blizzard could also add Suppressor to the elite affixes in D3 :heart_eyes:

Hopefully there is an 8-10 second ICD on this. Otherwise better make it 6.5% drain on hit.

Fundamental wise I don’t see much problem. Most close up melee range builds, are reliant on resources as much as cooldown. In case you don’t have good resource sustain as melee, you won’t last long against large crowds because your skill have to chew through the crowd slowly. As for long distance builds, they usually prefer to value cooldown over resources slightly more. Also Resource Leech can occur on ranged or leaper monsters as well. Don’t think being ranged makes it safer to deal with those affixes, but you can make it managable with more crowd control.