It’s unbelievable how difficult it is for them to buff a class. All you have to do is increase number values on gear that provides bonus damage to spells.
But they can’t even do that correctly… instead… they introduce Fragment and Blizzard to the Hydra set… and it’s an aweful playstyle. No wizard is going to do that.
You want people to play the set more… then boost the damage of the Hydra set to 3000 or even 4000! Because 2000% is still not enough obviously. And this is looking at it from a Non-Season perspective. When the season buff is gone, we are back where we started “wizards too weak, please buff”…
It’s so simple yet they chose to change the builds arounds and mess it up. I was looking forward to trying Hydra and Twisters for something new but all it took was 30 minutes of testing and they were still too weak. Yet the PTR lasted 3 weeks and nothing else was changed after…
What was the point then?
Never seen a developer so clueless on feedback from the community.
If you can type, then you can easily buff numbers up.
Warmage: legendary gem
+XX damage whilst wielding a melee weapon
25+ Gain 30% damage reduction
Moshen’s Robe
(Insert) stats
Legendary power: +XXX Signature spell damage, casting a signature spell increases movement speed by 5% for 30 seconds, stacks up to 10 times
Patch is bad for wizs: FO is now an squishy build; hydras are boring to play and the worst new set by far; twisters… the build that nobody likes coming back. A tragedy.
And devs have killed all the channeling based builds without giving some power back to them… GIVE AETHER WALKER AN % ALL DMG MULTIPLIER FOR GODSAKE, IT’S EASY TO BRING SOME HOPE FOR THE CLASS.
Do it.
FB meteor has long been my favorite Wizard build. It really sucks to lose ES for meteor and leave FB a pathetic mess. I can kill things in T16 okay but survivability really sucks!
Like I said before, such a huge damage buff is insane. Also, granting runes is fine, but all runes? That would turn the item from “usable in T16” into “complete garbage”. Who would actually want Reversal ?!
If I had to create a useful Aetherwalker and assuming that we won’t see further changes to Teleport for the time being - well, I guess it would look like this:
Aetherwalker:
+Min/Max DMG
+MainStat
+25-30 to Maximum Arcane Power
+3 random magic properties (2/1)
Teleport gains the Calamity and Safe Passage runes and attacks 200% faster. The skill no longer has a cooldown but consumes 25 Arcane Power per cast instead. Safe Passage now lasts twice as long and increases your damage dealt by 150-200%.
By the traditional S to F tier rankings from content creators, while they do not have any “S” tier they do have a lot of “A” tier. That is definitely a step in the right direction with one big black cloud over them. That’s farming. Slowest class by a ton and that is enough to shy many from any of those “A” tier builds. Teleport is just way too slow and clunky.
Played Wiz all afternoon goofing around key farming. Seemed like the only map that rng’d for me running nephalem rifts was shrouded moors and that might as well have 3 tilesets the size of oceans with the speed of the wizard.
I’ve played Wizard the most, since day one of Diablo 3 and I’ve played a ridicoulus amount of hours with it: so.
So what I see now with this patch, and the new LoN/D Twister build is something very similar to what I’ve created, played and loved for the last 2 years (LoN Fire build, based on channeling Disintegrate - i love its aesthetic, even if is incomprehensibly weaker than Arcane Torrent - and fire tornadoes activated by offhand/Sygil); the new changing done have let me advance just by 5 GR.
Now i wonder… is it too hard to understand how to balance things? if ALL play only the same abilities, then enpower the other neglected. If ALL play the same Complete or build, so enpower others… if ALL say you what’s the weakest class… guess what?
It’s plenty of useless items, wtih and without special effects… there are so many lacks here that is incredible how they have fixed nothing, but even get worst. Bunch of incompetents.
With the new NS LOD Twister build i Was able to complete easily a G124 with 2500 paragon and underperforming items, at secondo attempt. So I should be able to do also a 125. With Seasonal buffs (above all the deathwish in the 4th slot) I would raise damage 4 times so able to complete 20G higher. 145 would be a great result for a low paragon like me, I think that it will be one the strongest build of the seaon, much more than GOD at endgame.
LoD Twisters and LoD Frozen Orb will both be viable this season.
It can (last I checked, Lexyu had posted a 137 in non-season with LoD reverse Archon twister), but I think most people will just end up playing it the regular way without Archon.
LoD Twisters for GR push and LoD FO for T16 Speed Farming, I guess?
I wonder how much does 4th Kanai Cube will help for LoD FO Wizard? The last time I used LoD FO Wizard to split-bounty and T16 Rift in the previous seasons ago, it wasn’t that good.
The problem before 2.6.10 was it lacked a bit of damage until you got better gear and higher paragon. Wizardspike adds a big boost in damage, it should shred T16 now.
In non-season, it’s not the best for bounties etc. because you can’t run both Aether Walker and Wizardspike. You have to either choose damage or mobility. With good enough gear/paragon (e.g. 2000+ paragon), it doesn’t really matter, you have enough damage even without Wizardspike, so you can take Aether Walker. But at say 800 paragon, you might struggle a bit to do enough damage without Wizardspike. But dropping Aether Walker makes for some very slow bounties.
In season 22 though, the 4th cube slot is huge for T16 rift/bounty farming efficiency. You don’t have choose between damage and mobility, you can slot in Aether Walker in the 4th slot without losing damage.
The addition of Wizardspike along with the 4th cube slot makes it much better than it was before.
And after the 4th cube slot buff is gone? We are back to where we started… same problem, different day. The Devs on Diablo 3 don’t know what they’re doing.
Remove the need to use more than one fire spell just to ignite enemies
Boost the damage multiplier and change it from being a global boost to affect fire spells only, and have it last for a duration instead of tied to enemies being ignited
Tie the damage reduction to using the fire spells and have it last some time (make it refreshable).
All in all, there’s just so much things that’s wrong with the set’s current iteration.