But you’re making choices. You’re making choices on which combination of legendary affixes you want.
Going from a 4/3/1 summons to a 7/5/1 Necro was huge.
What it changes is this, each point in three will make you stronger, even without any upgrades to gear, and will be specially noticeable at low levels, if all you do is increase % multipliers while base damage source (only gear in D4) stays the same you have two paths, either you get barely noticeable gains which is what is happening now, or you increase the % damage and it looks fine in the early game and completely insane in the endgame when good gear starts showing up.
It’s the same reason affixes like +6% damage in gear felt bad in the beta, you don’t have enough base damage to make good use of % increases.
Look, if someone gives me a backpack that shoots water, sure I’ll use it. I might even jump on enemy’s head with it.
The cooldown on leap is also another issue, it would be cool if the CD could just be removed.
To answer your question, yes, a pair of brown shoes that add damage to my leap build is what I want.
I can’t choose RNG, and I can’t choose the items that exist in the game. That’s exactly the problem.
Let’s say I want to play Shapeshift druid… but I only get Earth druid legendaries. I don’t have a choice, I must play Earth druid.
Let’s say I want to play Incinerate Sorc… but the game doesn’t have any Incinerate legendaries; however, it has a +100% to Hydra. I can’t play Incinerate, I must play Hydra.
That’s literally what the dungeons and codex are for, and the fact that you can salvage aspects from any legendary you come across. Finding the legendary aspects you want will be super easy. Getting the specific stats and specific rolls you want on item affixes will be the hard part.
No… not really. The codex is limited by what powers exist, what powers can be used in each slot, what powers have dropped for you / you have unlocked, and most importantly what powers are strong.
Codex is is great… but it doesn’t fix the actual issues with itemization and ridiculous multipliers.
Khalmr and Wyrmheart are spot on. The fact that anyone in this forum is defending % weapon damage as the only scaling is hilarious. Have you not played D3?
The funny part is, when they first revealed D4 back in 2019, all the skills had flat damage that scaled with level, and then for some unknown reason (probably laziness) they removed all flat damage and made it based on % weapon damage again. Effectively remaking D3 with new graphics.
What does this mean? Your skill tree is also limited by what skills exist. I don’t understand the point you’re making here. Can you say that differently?
some people either haven’t played D3 enough to see how big multipliers are a problem, or don’t understand math well enough to conceptualize the idea.
Linear growth is much more sustainable than exponential growth… always. Exponential growth will always break the game.
I can actively click the tree on a skill I want to use. I can’t click and get the legendary I want with perfect rolls dropped into my stash (and I shouldn’t be able to). Therefore, skill choices should be determined by the tree, not by drops.
Exactly, that would really solve the problem of investing into skills early game feeling pointless.
Your suggestion is literally adding an additional multiplier to a long list of pre-existing multipliers which makes EVERYTHING even more exponential.
No. I do not want multipliers AT ALL. Additive dmg is linear. That is different.
+5 dmg will always be +5 flat dmg.
+5% dmg could be anything from +0.0000001 flat dmg, to +100000000000 dmg… depending on the base.
Percent multipliers are break end game. I don’t want to kill Lilith in 1 shot.
I still don’t understand what you’re trying to say here. Choosing legendary aspects is as meaningful a choice as choosing skills in your skill tree, and you can very easily get a low roll of any aspect you want after a certain point, and I’m okay with this.
You prefer all of your build choices to be defined by skills and for items to merely be supplemental stats. I like this system of having both skills and items contribute equally to a build. Agree to disagree, I guess.
No it isn’t. Not in the slightest.
- it has to drop first (with the roll you want)
- The main problem is that they are high % multipliers, not even that they are items. +200 dmg to hydra is fine. +100% to hydra is broken.
For example, think of the “barrier when you encounter an elite” legendary. It’s aditive, and rolls depending on your lvl. It can be +100 shield, or +500 shield… whatever. That power is OK as we level. At max lvl, no one will be able to use it because we’ll be using +5% to shield and that will mean +500000 or some other crazy number.
+100% to hydra is broken
Double it
You have the codex.
Codex codex. Do dungeons. Get aspects.
I did all of them… multiple times.
How does that solve the problem?
So you know that it gives you aspects that you can use infinitely, for free, and that it’s not RNG?
I don’t know what to tell you except that the developers use percentage-based skill levels because it actually makes it infinitely easier to balance. Feel free to yell at them about it, but you’re just kind of bashing your head against a wall with that one.