Left similar feedback during PTR as well, but I hope the full patch notes will address some of the issues below:
Sorceress
- Esadora’s overflowing cameo’s unique effect — damage scaling is bad and the lightning nova triggering mechanism is too random & not consistent enough (at the minimum, every X crackling charge collected feels better than X% chance instead).
- Flamescar — still worse than a staff in damage output; the unique effect is weak since everything else for incinerate is scaling off damage over time.
- Starfall’s coronet — as a meteor bis unique item, one of the affixes should be replaced with chance for meteor to deal double damage instead.
- Charged bolts — aspect of charged flash; much weaker when fighting bosses since there are no multiple enemies to speed up the stack to 50. Hitting bosses should grant multiple instead of 1 stack.
- Ice blades — aspect of shredding blades; the part about chance to apply vulnerable increased by 20%+ feels pretty useless, 95% of the build won’t end up relying on blades to maintain vulnerability in the endgame. Would be better if it is replaced with “ice blades gain x%+ attack speed instead or x% longer duration instead”
- Meteorite — as a subskill of meteor, there are no ways to scale damage right now (compared to blizzard’s ice spikes); there should be honestly be a glyph specifically for meteorite damage at the minimum, tempering should also have a sub-bulletin item for meteorite damage.
- Firewall — as of now, no actual offensive aspects to specifically scale its damage or play style.
- Enchantment system — most people have expressed frustration at this point with most of the enchantment effects being lackluster endgame or lacking broader synergy. A lot of enchantments are just never used in practice.
Druid
- Tornado — 10% to apply vulnerable feels out of place (and kinda weak) for the raging node. Utility feels much lower compared to the other node stacking slow effect.
- Cyclone armor — the enhanced node feels weak. Having a cooldown reduction effect on the active skill is potentially more practical.
- Rabies — can benefit from something similar to incinerate’s overburning aspect to scale more damage.
- Stormclaw’s aspect — the AOE of lightning damage should be a bit bigger.
Rogue
- Eaglehorn / windforce — putting aside the damage scaling compared to skyhunter, neither could compete with the energy refund effect. Tbh, at this point, if there is any intention of increasing the usage of either unique, the energy restore effect should be either made available to all 3 bows or made into an aspect / skill / passive on its own.
- Scoundrel’s leather — the unique effect scales with how many core skills you can cast during inner sight’s duration but the item offers no direct ways to scale that. IMO, there should be at least an affix that increases (core skill) attack speed during inner sight’s duration. Both core and agility / mobility skills should be eligible to apply the unique effect.
- Poison trap — the skill needs some rework. Scaling doesn’t hold off late game, and utility is also limited. Countering poison trap is not that useful anymore since imbuement count with tempering / the new cold imbuement node is no longer a common issue.