I am glad that you agree that balance is important to maximize fun for the majority of players.
Currently, the top solo worldwide in non-season era 13 is GR 143 in 14m11s. The fastest GR 150 clear in patch 2.6.9 non-season is GoD DH in 11m22s. The GoD build needs a change to the devouring rune and a buff for other runes/primary skills.
But to be honest I really couldn’t care less as i learned long ago that the GR are alot like sending someone in for blinker fluid. Something to keep … Busy
S6 Impale has nothing on the Sader RGK. It’s night and day still. And you can measure the kill times and clearly see it. Time to kill guardian is actually one of the best metrics available because it’s consistent. You can just compare the best case scenario (adds vs isolated vs thorn-friendly vs station etc.)
In solo push, a 3GR difference is about the difference between a great rift (100-150 keys) and an amazing one (1500+ keys).
When there are dozens of builds within a class to choose, you’re not supposed to really know which is truly best, because the leaderboard results are obfuscated by build variety, paragon, map luck, player skill, etc. Players should figure what works for them independently, copying a build is always an option – but one’s own quest to learn what works best is the game D3 promised.
Look harder. I have been pushing for builds to be balanced for a long time. UE MS with CCR is about on par with impale, given or take a few GRs. It’s much closer balanced than god vs any other DH build. I originally started DH with UE MS btw and it was my preferred build. I only switched to impale in mid s12 because it was obvious that the builds were unbalanced and Blizzard wasn’t going to fix the issue.
OK, on PC you have that nifty little numlock cheat (yes, it is a cheat, it’s an automation). On console we have nothing like it. Builds that require a tonne of button pressing aren’t fun and are a good way of getting CTS. You know, some of us play with damaged shoulders and CTS issues. What might be OK for many players (button mashing wise) is painful for some players like myself.
I made some leeway with god and managed a 95 GR at p800, no augments, hardly any ancients and my items weren’t optimally rolled. I’m seeing people do much higher than this in similar situations and stuffed if I know how - the build is incredibly fragile for me, even with fortress ballista and elusive ring. Damage is peaky and non-consistent for me. I just don’t find it a fun build to play.
Then why have LBs at all…some people have competitive spirits and like to push. I’ve played like 6 hours in the last 3 weeks, I typically manage an hour a day even when I am “actively playing”. I’ve only ever once hit more than p1300 in a season (since s10). Paragon is something I’d like to see disappear.
I find a controller less damaging health wise to my body than a keyboard and mouse. I got used to the UI surprisingly quickly (I thought I was gonna hate it and that it would suck when I bought the game back in January 2016 [PS4]).
I hear ya, I switched to a Sony AF8 55" 4k OLED mid last year and LOVE it.
the problem is that GR150 was meant to be unattainable. Power creep has made it so. People jumped up and done in arms about the original premise for primals cos of “power creep” but the very same people are hypocrites happy with power creep in items/builds…
Umm no, I don’t hate other builds. I just want them to be equal. EQUAL. If I favoured s6 impale as much as you imply, then I’d be wanting it to be 10-15 GRs higher than anything else, which is not the case. If the builds are equally balanced, then players can play what they prefer play style wise and all have a chance of equally ranking, irrespective of the build being played. That creates more choice for the player, empowers the player by being able to pick a build that they enjoy playing, and creates diversity in the game. Surely that’s not so much to ask for?
Yes, that’s why I said most players, not all players. There’s plenty of people that play this that couldn’t care less about the bleeding edge of what the META currently is. Heck, look at my heroes. Sure, I’ve got a WW/Rend Barb, but he’s been a WW Barb since he was made in May 2012. All the rest of my heroes are just in builds I happen to enjoy, regardless of the fact that they may not be ultra effective. I’ve never done a rat run, and when I put together a support Monk, I did no more than a dozen GR runs before being bored of it.
You’re not interested in an open discussion. You’re only interested in inputting your preconceived notions not based on experience at that level of play, but rather just numbers without looking at all variables that effect the data you accumulated.
Disappointing to say the least.
This is spot on. Best example of this is GoD6 this season for paragon grind. Rats is still superior in terms of XP farming, but GoD6 is more fun and enjoyable, therefore you saw more people running GoD6 throughout the season for paragons.
You have already acknowledged that one rune of one primary skill far surpasses any other primary skill/rune options. How does sharing the same opinion limit discussion?
You suggested that the interaction with missile dampening elites should be solved and then rebalancing rune/primary skill.
Ask yourself this: Do you think that the developers intended the GoD set to be a primary skill set or a devouring arrow set?
I agreed with Meteorblade about balance. Why should wizards be 7 GRs behind other classes (DH or Necromancers for that matter) that can clear GR 150 in under 12 minutes? The top monk clear is GR 145 in non-seasons.
They had full knowledge of how GoD6 was used during the PTR, all substantial clears were Devouring Arrow. Sometimes they do brilliant updates, other times the logic behind their decisions is hard to reconcile. (ie. Ivory Tower)
What frustrates me is they stated how they do balance, then moved the bar. It’s safe to say GR140 clear @ 5k is the true target – Barbs WW/Rend just clears the bar, and it has stood the test of time. Missile dampening aside, GoD6 is +3GR stronger for sure, I nearly cleared GR144 no dampening.
They shouldn’t, no build should be 3x stronger than another. The dev team keeps cranking out buffs that yield those builds. Look at 2.6.10 and Roland’s, Seeker, Helltooth, Arachyr, Innas, etc. This is wasted effort and hard for loyal players to watch.
Threads like this don’t really produce much solution, just perspectives. Players are scared of nerfs and frustrated with lack of solid dps options etc. We’ve vented too much here – let’s move on and test the new stuff – while asking for DH love tomorrow. See you in the PTR Feedback forum.
I didn’t focus on the rune, but rather the interaction with mechanics that needs to be addressed. I understand that the DA rune is the symptom of a bigger issue.
I wrote up an assessment of the situation as a whole, and instead you insist on your original conclusion on what to do with the rune several post later without offering a rebuttal to my response. It makes it appear that you’re dodging things that don’t line up with your perception and that’s why I said it was disappointing.
The build has no mid points. It’s grossly OP in it’s best situations, and fails miserably in it’s worst. Ironically, the DA rune performs the exact opposite of its intended design with this set. Simply nerfing the rune will only make the bad situations far worse, while the 150 GR clears will still remain, but will take more keys to accomplish and even more reliant on missile dampening. As long as HA pierces remained uncapped, DA will always be the stronger clearing rune, no matter which other runes you buff due to scaling with the quiver.
That change will only shift the issue and hurt the people that has nothing to do with that type of fishing gameplay. I don’t know why you would want that.
It was intended to be a multi-generator set. That’s why they made the stack changes and specifically said that was the reason. Obviously it did not work out that way in the end.
I agree with him as well. No one says it should be that way. I just don’t understand the reasoning of people wanting the only thing to happen to DH next patch is nerf, without addressing any of the other issues as well. It’s like “no new toys for you, but lets make the one toy you have less fun while everyone else gets cool stuff”.
According to many theorycrafters, some of the new builds next patch will be close to or even on par with current GoD6 solo. DH’s will fall out of the flavor of the month, so we’ll see less insane clears due to sheer popularity drop off after LB reset.
The problem is not with the GoD set. The set amplifies a problem that exists with how missile dampening works. One would expect that missile dampening would slow missile down causing 2 things…less damage and no piercing…Unfortunately the current way MD work results in a huge boost for Devouring Arrow as the increased number of piercings Proc AD and other multiplier pretty much wipeout all mobs in the MD field quickly… As such is the problem really with GoD or Missile Dampening which does not seem to work properly. If walls can stop pierces then MD should do as well, as an added effect MD should reduce all missile damage by 20%. This would fix the problem for everyone and doe not require a nerf or buff to anyone