I am currently in the process of creating feedback in visual form, but before I post the final version of it, I would like to hear your feedback on the changes that I propose, so I eventually can make certain adjustments.
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Deathwish is currently the most problematic item for the Wizard, since it effects so many builds because it buffs all damage while channelling.
Regardless of how the item eventually gets adjusted, Deathwish should only increase the damage of Chanelling Skills, but not all damage.
Channelling Skills on their own are currently quite underpowered, and if Deathwish gets changed to no longer affect non-channelling skills as well, they would become redundant if there are no further damage buffs for them.
So Hergbrash’s Binding could also buff their damage in addition to their current effect of lowering their Resource Costs.
Light of Grace could be turned from a Source that is focused on Ray of Frost to a Legendary that is dedicated to all channelling skills, not just one, which has the advantage that no new art assets had to be created for Sources that are specific for each of the three Channelling Skills.
A Light of Grace rework does not has to look exactly like what I am suggesting, but it certainly shound increase the damage of all Channelling Skills.
One addition I made that was inspired by a suggestion of coomunity member Lexa is to add +35% Movement Speed to the Source, to allow Channelling Build to move faster.
The Obliteration rune for Arcane Orb could get replaced with a rune that increases the detonation radius from 15 yards to 20 yards.
Just a neat idea to make a throwback to Diablo 2 and a nod to Diablo 4, the unpopular Aracne Orb rune ‘Scorch’ could get replaced by Fireball, which increases the damage from 435% to 530% (which is an overall damage buff of roughly 20%).
The visual assets for the Fireball and the Explosion are already in the game on Agnidox’s Fireball (the Rift Guardian) and the explosion from Arcane Orb - Scorch.
Yes, Frozen Orb could in my opinion get a nerf (from 950% to 330%) to make the other runes more viable, but to make up for all of that, the Arcane Orb buffing items could get a large buff (see below).
Remember that the total damage of Frozen Orb is about three times as high as the tooltip shows, because Frozen Orb has three damage components:
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the orb itself
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the shards
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the explosion
Frozen Orb mechanics in detail, for that that are interested.
So even with this nerf (which reduces the damage of all its damage components by a factor of 2,88), Frozen Orb would still be the highest damage rune, if you can set up the orb correctly, so that enemies get hit by all three damage components.
Arcane Orb Damage could get increased from 450% to 750%.
Instead of a 25% chance to cast a Frozen Orb and increasing the damage of Arcane Orb by 350%, Wizard Spike could increase the damage of Arcane Orb by 750% and reduce its Arcane Power Cost by 25%.
Arcane Orb damage increased from 400% to 500% (aka increasing the total increased Arcane Orb Damage from 1200% to 1500%).
Overall, if these three items could be adjusted this way, it would mean the same damage for a Frozen Orb build, but the other runes would also be much more viable.
Teleport could have 2 Charges and each Charge could have a recharge time of 8 seconds instead of an 11 second cooldown.
This would be a strong buff for Teleport on a base level and all of its runes.
Instead of allowing Teleport to be used once again within 3 seconds before the cooldown starts, the Wormhole rune could give a 3rd Charge.
The Reversal rune could get replaced with a rune that lets Teleport cost Arcane Power and no longer have Charges / a Cooldown. I simply called this rune Aetherwalk, but the name could be different.
Teleport would no longer have a cooldown that can be resetted if the changes to Teleport I proposed make it through, the Illusionist passive skill would need some slight adjustment as well (assuming that the reset on damage taken would not work on Charges, otherwise this proposed change to Ilusionist can be ignored).
So instead of resetting the cooldown for Teleport, it now could give Teleport 15% Cooldown Reduction (since that also works on Charges) and 15% Resource Cost Reduction for the Aetherwalk rune I proposed.
These numbers could eventually also be increased to 20% if necessary.
Another important change would be to remove / disable the “Reduce the Cooldown of Teleport by 4 seconds” Affix from the current version of The Oculus, because it theoretically could be too powerful if Teleport has 2 charges and an 8 second recharge time per charge.
To still make The Oculus useful, its legendary affix could give Teleport the Safe Passage rune instead of a 20% chance to reset the cooldown of Teleport.
If there would be a rune that makes Teleport cost Arcane Power instead of having Charges or a cooldown, then the current version of Aether Walker (which lets Teleport cost Arcane Power instead of having a cooldown) would be redundant and so it could be redesigned to give increased damage for a few seconds after Teleport was used.
300% is not so high that it is mandatory for GR pushes since there are better weapons out there that buff damage, but it would make it a viable option for speed farming.
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So what are your thoughts on these changes I propose?
Any adjustments or improvements you could think of before I post the final version of the feedback?
Ty!