I’m sure there’s plenty of posts out there like these, but I figured why not because it helps me blow off steam and maybe see something that I’m missing here.
Besides the obvious good parts: Such as the Altars of Lilith, map exploration, silent chests being more useful, and renown increase for dungeons and side quests, World Tier 2 being more rewarding.
- The channel time for the Leave Dungeon ability has been increased from 3 to 5 seconds.
This is just the tip of the iceberg, but… Why? Why is this necessary? That’s just a QOL downgrade if anything.
The scaling adjustments
Now for the confusing part, we’re getting an adjustment to scaling of the world enemies to where enemies will be trailing 5 levels behind, is this the justification for the nerfbat to the knees of basically all classes? I don’t see the point of this, except to make it harder level up? Which ties into the next…
Experience nerfs
A 1.5% experience buff per level ABOVE the player level, when generally monsters will be trailing 5 level behind the player? How does that make sense? And +10 level above the players maxes out at +15%. At that point you’ll be killing monsters way too slow to be considered worthwhile, hell there’s a reason why people played on World tier 1 instead of two because you can just kill things more efficiently, you’re only making it worse.
Is this because there was speculation about World Tier 5 in S1, which I assume would hold a lot more exp in general?
Helltide
- Helltide monsters are now 3 Levels higher than the player instead of 2.
That change would’ve been good, if it wasn’t for the sheer that those 3 levels mean absolutely nothing now. That translates to 4.5% exp, vs the 20% (What could’ve been 25%) from before.
- The Tortured Gift of Mysteries chest has had its cost increased to 250 Aberrant Cinders from 175.
Again, why? If you don’t want to us to solely go for the Mystery chests then maybe make the other chests which generally drop a singular yellow item, more worthwhile?
You’re not increasing the risk factor, you’re just making it more grindy. There’s a lot of ways you could’ve made this more worthwhile and more risky, such as adding more random bosses to the helltides, instead of the 1 useless assassin bug that isn’t even worth our time.
Item Affixes
This is probably the most outrageous changes of them all, that I cannot for the life of me wrap my head around it. As it nerfs pretty much all classes, but I can’t help but notice on an emphasis nerfing the Rogue, AGAIN.
- Aspect of Disobedience maximum stacks reduced from 100 to 60, reducing maximum Bonus Armor % from 25%-50% to 15%-30%.
RIP survivability, because no class needed that, right?
" The Core Stat bonus on Weapons has been overperforming, so we’re pulling back on this bonus. " Whomst said that? 50% → 25% is a wild nerf.
- Cooldown Reduction: Reduced by ~30%.
- Imbuement Skill Cooldown Reduction: Reduced by ~30%.
- Trap Skill Cooldown Reduction: Reduced by ~30%.
" Cooldown Reduction affixes often felt mandatory due to their raw power."
I can’t help but notice again, the emphasis on ruining Rogues. It’s not the power that players desires, it’s a high uptime of skill so you don’t have to wait 10 seconds for your next ability to pop back up. Faster gameplay = fun. You’ve already ruined Twisted Blades by nerfing it into the ground and removed the synergy with the Twisted Blades aspect that whilst a bug, honestly should’ve been a feature as it made for an interesting interaction and fun playstyle.
So now all skills from all classes are going to feel more sluggish, even more so for the rogue as the 2nd nerf there falls twice as hard on imbuements, making it 30% slower, and then another 30% on top of that. Should we just not use imbuements at all at this point? Not even mentioning the trap skill CD increase.
- Critical Strike Damage: Reduced by ~17%.
- Lightning Critical Strike Damage: Reduced by ~17%.
- Critical Strike Damage with Bone, Earth, Imbued, and Werewolf Skills: Reduced by ~17%.
- Vulnerable Damage: Reduced by ~40%.
So now we’re also gonna hit less hard? Which also begs the question of why:
Critical Strike Damage with Bone, Earth, Imbued, and Werewolf Skills: Reduced by ~17%
This was already niche because it added a condition of you needing to use specific skills, and stacked additively with normal crit damage so there was no point for this besides getting an extra stat on the same item as the item you had crit damage on, but diminishing returns exist so again what is the point?
- Critical Strike Damage (Inherent on Swords): Reduced by ~50%.
- Vulnerable Damage (Inherent on Crossbows): Reduced by ~65%.
As the title says: Are you actively trying to make the game less fun?
50% less crit damage?! and 65% less vulnerable damage on Crossbows?! Who came up with this, and why? Funnily enough it’s the rogues that tend to run Crossbow/Sword/Sword so again a targeted nerf to the rogue.
So far from what I’ve seen rogues were the last to reach NM 100 solo, because they’re inherently squishy without Temerity. Yet we’ve just gotten weaker, again. Both offensively and defensively.
Also last but not least, I think every can agree with this and I’d like you to read the
following in Gordon Ramsey’s voice:
WHERE IS THE STASH SPACE?!