Yeah, we’re on the same page. I will use again because it’s the only smooth, high mobility option. For whatever reason I can’t stand vaulting, maybe it’s too jerky, sometimes unpredictable, I just don’t like it. It’s like choosing between Crusaders Falling Star or Horse mobility and I’d go with horse 10 out of 10 times.
Also if they changed the animation to manually cast generator to allow strafing while casting and not a force stop, that would be lovely. Still button presses but I don’t feel like I’m filming a stop motion movie.
The streamers only got part of what they wanted with the GoD buff. The part they didn’t get involved better momentum management. In their mind, the people who liked the simpler strafe builds, such as we saw with S27 and the PTR, would simply move to GoD and then a new manual activation Natalya’s could be made.
It’s not that the streamers wanted something different to those who enjoyed a simpler strafe build, it’s that they wanted it to become the new, easier to use, GoD set. When that momentum change didn’t happen, those that liked the simpler strafe build of S27 and the PTR felt something was taken away from them.
To be completely fair Nats was taken away from strafe users. It was already predominately strafe use but still had other options if you wanted to rapid fire or multishot. Now the set is funneled into an obscure playstyle. I’m sure a few people may enjoy it, probably the same people the same people that do 6 digit long division on paper or in their head because they like putting in the effort. (Occasionally I do for fun) but it’s brief and wouldn’t do it for several months.
Judging from the playstyle, they probably should’ve used the spike traps in marauders and had the sentries deploy them. Now it could be unique without stealing from UE Multishot.
I 100% agree. The strafe version was way more fun. I will never play Nats like this, it’s not fun for me at all. I don’t care if the manual cast version has a higher skill ceiling. Make both playstyles viable.
I don’t disagree with the changes that were added post PTR. Having a manual cast build makes sense as a pushing build, granted if it works correctly. This didn’t have to be an either or choice. They could have had both playstyles enabled with manual cast having the higher ceiling but the on hit procs making for a faster farming build.
Just put the proc on hit mechanic back on the 2pc to satisfy both playstyles. Of course this won’t please the people who want to punish others for liking easier builds…
Not only is it obscure, it just doesn’t fit the class. If this were the Crusader, it’d still be clunky and difficult, but at least it would fit the fantasy. It would at least make sense to those that like to role play a class. At least give it some purpose, even if it’s a poorly done rework.
I’d say it’s really poorly thought out re-design, but I’m not sure much of any real thought was put into it. This was a rush job, no two ways about it, and that’s why I’m hoping they don’t try another band-aid solution. Take the time next season to do it right.
S27 versus current build player logic in DH builds
I now have to press shadow power instead of having it passive = “this build is clunky”
I now have to manually move instead of moving while attacking = “this build is clunky”
I have to aim at targets instead of the game aiming for me = “this build is clunky”
I need to actively press more than one offensive button = “this build is clunky”
The new Natalya rework needs further modification and there is a good discussion thread about it in the DH forum. Its issues doesn’t validate the braindead old strafe version, which should never exist.
And then we get people like this that constantly over exaggerate every chance they get. I swear this person regains consciousness after huffing paint and makes ridiculous posts. This is why we need properly filtered drinking water.
It’s been hilarious seeing all their videos come up on YT with them flat out saying that they can’t figure out how to make the build anything but a carpal tunnel machine. They know they’re responsible for basically ruining a set update that wasn’t good, but it wasn’t nearly as bad as it is now.
You’re in the survey right now. 28 likes on the ‘it sucks’ post versus a whopping 1 for the first ‘keep it’ post in this very topic. You know how many people are going to play the new Nat’s? As many as played the old one. Waste of resources to even rework it.
My first message on this forum in many years of playing and it’s a pity that it has such a message. Let the authors of this build forgive me, but you got s h i t. It is simply impossible to play with Natalia’s new set. On a high paragon, which everyone has in the off-season, this set simply does not live. What to do at the start of the season? Since when did DH become a melee class? Because this is the only way to pull mobs with spikes and set traps. Return the convenient version of the build that was on the PTR. The build cannot exist in this game exclusively for two people, with all due respect
Necro needs a spin-to-win build. They only have but one channeling skill. Also, crusader needs a care bear stare power to channel… and then it needs to use angular momentum to resist gravity.
My understanding is your entire post is satirical but I think you may be onto something.
Imagine if Heavens Fury WAS channeled, but continued to scale upward with damage the longer it was channeled, to insane damage, and also the resource cost scaled upwards with the damage, eventually running you out of wrath but doing stupid amounts of damage while you did it.
Honestly these changes killed my will to want to play this season. I thought i wanna gonna get to have fun playing with on hit spike traps. But content creators and Gear of the Dredlands players ( who take the acronym GoD way to far ) screwed that up. Sure spin to win make everything easier but it would have just been more fun to try other things. And maybe try it out for a season and make changes where needed next season, or extended the ptr to allow players to test the drastic changes to Nats before full release
The first version of the build on PTR was really nice, I don’t see a problem in creating another spin to win build. But there is a problem in the appearance of an extremely unpleasant build for most players. It is slow, too difficult and inconvenient. Please roll it back to the first version of the PTR, remove caltrops and buff for the chain of explosions, instead increase the 6p bonus to 20,000%, and make the toughness of the 4p bonus just for 10 seconds after applying the spiked trap.
naksiloth Guess I have to settle for Bolas with S2-G3.
Sounds interesting. Looks like a fun farm build and I do like Bolas too.
Would you add any of the craft sets to it? Or just keep as is and use specific legendaries?