I hate to play around vulnerable damage + some more things (rant?)

I am so tired to read this word.

Vulnerable

I think this “stat”, state or whereever we find this word, it just destroys character building.

I don’t like the pure strenght and harsh requirement this value has.

In my opinion vulnerable damage has to go. I would rather see something like “DOT” or “HIT” becoming more interesting or any other alternative, there might be multiple solutions, but vulnerable damage, as a situative stat, shouldn’t have a place in this game.

Every single build has to use this mechanic, because it simply provides too much damage, also via paragon. It is totally breaking the flexibility in character building.

You either use a completely useless skill to apply it via a certain sequence or use the “Exploit” rune to apply it every 20seconds per enemy for 3seconds. It is just not fun to aim for the “vulnerable state” on an enemy. The way to apply has 0 meaning because it is just used as “damage enabler”.
You simply have a bad build, if vulnerable damage isn’t there and that s|ucks.

We have Season 6 right in front of us, the 3rd itemization itereation and i am already bored to build all characters the same way again.
Why is necessary to hunt or force a procc to enable a x13+ multiplier. Why can’t we have a streamlined damage output that everyone understands and is able to achive?


This game will face another and another and another core system change, if they won’t fix core problems with the itemization and damage rule.

Everything is based on proccs, that has to be tempered, because we have 3-stat item limitation. (Gets worse with the new i-levels and temper/MW limitation)

Every real bossfight is based on a stu|pid stagger mechanic.

Every boss spawn/kill-mechanic is based on a "farm [a] to spawn [b] to be able to spawn [c] and you MIGHT be able to get an item you need.

You advertise an open world and the only interesting place is the “red helltide area”. At least worldbosses seem to be mor regular than. But come on… Another limitation.

The state of Gold and how stu|pidly high the costs are on some parts of the game. Give us the D3 gold gem or cut everything immensly please. Nobody wants to farm 10hours to waste it in 60 seconds. This escpacially shows how less you seem to play your own game.


Get rid of nightmare dungeons or build them out properly… Maybe teach your level design team, that immense backtracking and dead ends are not fun to engage. Nightmare dungeons ARE NOT FUN.


Get things done right already!

2 Likes

I wonder about this at least a dozen times every season. I really don’t think they do. And if they do, they have vastly different opinions and preferences about what is FUN than this gamer right here (me), who has played earlier Blizzard titles (heavily including D2 and 3) for thousands of hours over 20+ years now.

to elaborate more on your point about vulnerable… I agree. If you don’t apply vulnerable, you don’t have a build. So too bad if you prefer “Basic skill A” that has no way to apply vulnerable. Or too bad if you prefer “Core skill upgrade B”, if “A” applies vulnerable, you HAVE TO TAKE IT. Or too bad if you think “I would like my next character to use a different glyph than Exploit, because I want to ‘play my way’”. LOL

It’s a 1.2x multiplier.

It’s true that you can get more of a multi from it based on certain paragon nodes and glyphs. But even with all of them a Sorc can only get to 2.1x from vulnerable. Rogues only seem to get 1.5x. I don’t think any classes get 13x

Sounds to me like you just don’t know how to keep vulnerable up as close to 100% of the time. Some classes it’s easier than others but if you can it’s 20x plus whatever vulnerable modifiers you have on top of that. Not sure what the issue is.

Totally agree.
They need to give us some altermatives to vuln.

This is the nerfed version of Vulnerable. You probably had missed S0/S1.

If you think this is too much damage, you haven’t seen the full extent of it.

3 Likes

That might have been true about vuln at launch. They already gutted it and made so many other multipliers that vuln is pretty much an afterthought.

3 Likes

What i meant is, that you can build up that much of a single big multiplier. If you couldn’t think of that, i am sry. If it would just be a x1,2 multiplier, nobody would even care about it, jesus… 20% more? :rofl:

Just try to think on corner further next time pls. With tempers, paragons, proccs, stats… you can reach these values.

It just so happens you can turn this off in options under gameplay now.

1 Like

But it’s all additive. You can exchange all that for close damage or all damage or crit damage without any loss of power because they all just add together. The only multiplier is the base 20%

1 Like

They nerfed vulnerable and critical damage because that’s what everyone was looking for in weapons during Season 0. With Loots Reborn, you can’t have both on a weapon unless you temper it that way. However, it’s still better to stack just one if your key passive focuses on one of it. With the core system changing every six months, some previous changes no longer make sense. It feels like two different teams are working on the same game, and each time something changes, it contradicts what the other team did before.

3 Likes

Yes i agree. Exploit glyph is too ubiquitous. Vulnerability is too easy. Yet, without it, a player really feels underpowered (unless they “overpowered” haha).

No. It doesn’t feel like it. It’s actually what it is. Didn’t the devs already mention they have separate teams working on each season? They call it the odd and even teams?

2 Likes

Uh not really how it works.

Critical Strike, Overpower, and Vulnerable all have inherent multiplicative damage. Every single build is going to want to be able to apply Vulnerable status all the time. It should be 100% of your attacks or real close to that.

Critical Strike takes more investment generally and very few builds neglect it outright. A pure Bleed that does not use Gushing Wounds (if there even is such a thing) would not need Critical Strike Chance since DoTs cannot naturally Crit. Outside of that, Critical Strike Chance does not need to be taken if you use Red Ring with a Skill that uses 100 Fury or more a hit that Red Ring covers like HoTA, Upheaval, or Deathblow.

Outside of that, Critical Strike Chance is very important to get as near 100% Crit Chance as possible.

Critical Hit Damage is mostly an additive bucket. Unless you take Red Ring, have already maxed Damage While Berserking for Blood Rage and/or Vulnerable for Hemmhorage (bleed only) CHD is a weird stat. The more Crit Chance you have the better but generally not worth the invesfment unless you have met the above criteria with Grandfather or going for a Gushing Wounds build.

Overpower is pretty difficult to build around and is not up enough to really be worth investing in anymore for Barb. If Lucion, Unbridled, Invigorating/Starlight, Encroaching Wrath all worked or if Overpower could be reliably achieved every hit with minimal investment for Upheaval, it would be better. Power Kick with Banished Lord’s and the above is really the only build you would go for it. Most builds completely ignore Overpower now.

You really do not just stack one or the other. This is what it looks like:

  • All Builds take 300 Damage While Berserking and Blood Rage.
  • Primary Bleed Builds need 300 Vulnerable Damage for Hemmhorage.
  • If you use a Bleed Build with Gushing Wounds, you take as much Critical Hit Damage as possible and try to get Critical Strike Chance as close to 100% as possible.
  • If you do not use Gushing Wounds or Bleed but have a Grandfather, CHD and high Crit Chance is better than Vulnerable Damage Affix.
  • If you do not use Gushing Wounds or Bleed and do not have a Grandfather, Vulnerable Damage Affix is probably the best additive bucket because no matter what, every build should always have enemies be Vulnerable 100% of the time. This typically takes minimal investment unless you are min/maxing and relying on Fist of Fate Lucky Hit Masterworked for Vulnerable Lucky Hit procs (Temper or Pressure Point).
  • You can safely ignore Damage %
  • Damage While Berserking can be ignored past 300 for Blood Rage.
  • Damage While War Cry is Active is the best Additive Bucket IF you have Yen’s, high CDR, Bold Chieftains, and only War Cry Shout so you can have it pretty much always up. Rage of Harrogath and/or Hectic help also.
  • Damage While Close got nerfed and pretty much isn’t worth it.
  • Damage To Distant basically only works for Upheaval and even then, only some of the time. For being Additive, you are better off skipping this.
  • Strength is the best all around replacement for those Additive Buckets outside of the above for all Builds.

Diablo 4 is very shallow.

They nerfed it because everyone was looking for gear with Crit chance, Vuln, and Crit damage. There were a lot of builds that lacked access to consistent vuln. Also without vuln you barely did any damage. With vuln though you destroyed everything. Today vuln is an after thought because it pretty much applies all the time from just about anything and even if it doesnt you have so many multiplers it doesnt matter.

All they needed to do is give builds that had poor access to vuln, better access to it. They said also that damage scaled too high. Now damage scales astronomically higher than before because of all the +20x(or higher) damage multipliers. So the change was stupid. Gear hunt was way better back then. Now its just boring and mostly useless affixes. At least those affixes you felt it.

Me too… this is like the critic… if this doesn’t “crit” this is not useful.

BUT, I think the problem actually lies in the lack of alternatives.

If there were 10 ways to do the same effect, but you could only equip some (like 3 or 4) and not all of them, then you would see more variety.

Something like “I get my damage from ice-vulnerable and poison-vulnerable and you from physical-vulnerable and fire-vulnerable”. Same result but different methods.