So, there’s some specific areas where I believe damage reduction is limited that I suggest the following changes can resolve:
pet builds: most of them are squishy since we usually drop a damage mitigation legendary gem for Enforcer or need to squeeze in RORG in order to make the build work resulting in a DR ring being dropped (N6/M4 or Zuni Carnevil or even Helltooth Garg). It would be good to counteract this by also granting an additional 50% DR to the player if a pet is active on the secondary leg affix on Enforcer.
lack of DR rings for Monk and WDs: Oh, how long has it been a pain for Monks and WDs to have to use Unity making certain builds only viable for solo pushing? I suggest changing Justice Lantern to grant damage reduction equal to your block OR dodge chance (which ever is higher) at a maximum of 60-70%. This will make the ring better for Crusaders and viable for Monks too. I’d also like to see Band of Hollow Whispers also grant 50% DR when an enemy is haunted… this will make it useful for all classes since the ring automatically haunts enemies but most classes will drop this as they’d have a more reliable and better DR option eventually. But for WDs running Jade Harvester and would use Haunt, it would be the go to DR ring. All other WD builds ought to benefit from the Enforcer update recommended above.
WD bracer slot… it’s Lakumbas or Lakumbas… I’d love to see Coils of the First Spider gain 70-80% DR when channeling Firebats or Spirit Barage, or for 10 seconds after casting a signature spell. This would help free up the weapon slots for something other than Sacred Harvester if given the choice.
I agree with the lack of DR but it doesnt have to be from a ring. But definetly I have noticed especially for Monks, they are pretty much forced to use Unity ring to play in high GR solo pushing, this also makes the builds that requires the Unity ring unplayable in groups cause there’s hardly any meta/comp where 2 or more will wear the Unity ring, you’d pretty much get 1 shot. Monks (and WD I guess) needs better DR items so that they can atleast stay alive and contribute.
Also why havent the new CM introduced themselves yet?!?! Are forum posts being left unseen/unheard from Devs? Wish they would communite with us better.
YES, YES, YES, AND YES! All the class sets could use a bit of a Damage Mitigation (Reduction) increase. With the amount of damage these monsters put out, 60% DR really isn’t good enough, especially for a class that has the 30% damage penalty. Personally, I say take away the 30% damage penalty, but that will never happen. I think that each class set should have a 70% DR attached to it, 50 or 60 is just too low for where the game is right now.
The model now-a-days seems to be more damage and less toughness, looking at you new class sets. The thought does sounds good on paper, kill the monster before they kill you. However, all it takes is one mob to one shot you or damage you enough for some other mob to finish you off.
Then again, Blizzard could just scale down the damage output that the monsters dish out. I am sure that would be a lot easier than tweaking every set to balance the damage output and reduction.
Softcore? It’s more of an annoyance if anything, unless you are pushing Greater Rifts beyond 120. If that’s the case, then each death wastes precious seconds. I, for one, am not a GR Pusher, but I understand the frustration and/or concern. It’s the same concept for farming T16 and lower than 120 GRs, dying ruins the momentum, and having to build up that momentum again can be quite annoying, especially if it happens more than once. Squishy splat no good!
Hardcore? Yeah it could help a lot, though I don’t think it will help prevent any of the deaths via D/C or lag. That’s the greater issue there.
I have a feeling that Blizzard will make changes to the existing class sets after Season 21 and the introduction to the new DH and Necromancer Set.
The problem with with using another slot other than ring for DR is it’s either been done or it conflicts with other key items for certain builds. For Monks, there are DR items on shoulders, fist weapon, and bracers and these usually conflict with having to wear a set item, a critical weapon choice (crystal fist is hardly used) or another bracer for damage (e.g. Pinto’s Pride).
One wouldn’t use the helm slot which conflicts with so many spirit stones, and the key 6pc set slots would conflict with set items. Additionally, the amulet slot would negate use with Sunwuko for most part. As such, we’re really left with having to use the ring slot yet again to basically provide an alternative to Unity in that slot.
I see the problem now, you clarified it to me very well. Hopefully they do add a DR ring where we dont require someone else to equip it. And DR buff througout other DR items, perhaps something that helps with sustain. I noticed that when I play monk I could take a few hits but it takes some time to get health back up. I could get more life per hit but its at the cost of damage so I dont like that.
Yeah, it just makes using those builds in group play completely impossible. I like the Hydra set that Wizards got this patch (reminds me of the old M6 design DH’s had) but I only use it solo unless there’s a zdps because I find it too squishy without Unity.
On that note, I really wish that Hergbrash’s Binding also granted DR by the same amount of AP cost reduction it grants. The utility is great and all but people still throw in Witching Hour over utility… would be better if we had to choose between Damage or Utility and DR… especially for HC players.