Please get rid of % distant/near damage
Please bring back add to min/max damage
Thanks!
Please get rid of % distant/near damage
Please bring back add to min/max damage
Thanks!
No.
Math isn’t hard. Figuring a % shouldn’t hurt you so much.
Agreed on close/distant damage, it is a pointless affix and doesn’t change your build or gameplay in any meaningful way. It’s basically just free additive damage that requires 0 investment or thought.
Who said anything about a math problem? It just doesnt add anything other than a stat to pass on…
I wish they would eliminate all conditional damage modifiers… burning, slowed, stunned, chilled, frozen, etc…
Nope. Just the one mentioned above.
Maybe throw away drop extra potions while were at it…
Why would they do that? As long as it adds something to the game, it makes sense. With damage to stunned, I am rewarded for investing in stun. Likewise with the others. Damage to close adds nothing in terms of character building or gameplay, so it should be removed.
You realize that there is no real difference between “Damage to Close” and “Damage to Stunned”, right? In fact, I would argue that Damage to Close is better as it is always active, as long as you remain close to your enemies. And using your same logic, damage to close/distant does add to character building. Do you want to remain close to your enemies, or stay at a distance? How is this any different than investing in chances to stun, freeze, chill, burn, etc? It is literally the same thing, conditional damage modifiers.
Also, all of these conditional modifiers add the % to the same bucket, if the conditions are meant. Giving flat increased damage % or increased damage type % is ultimately better than any conditional modifier.
Huh?
He’s saying add the Min-Max dmg modifier on the weapon affix instead of Distant and Close damage.
I think it’s pretty neat. Especially damage reduction from close/distant enemies. Making my own cruddy build, and I want as much damage reduction as possible.
Yeah, that’s obviously the intent, but it’s so much more frequent than other conditional effects that it largely invalidates them. How many true ranged builds are there in the game where you are consistently out of melee range? I can’t think of many at all. Go check stat priorities, damage to close is almost always the top conditional/additive damage stat. The other conditions you mentioned are actually a product of your build and will therefore scale with the choices you’ve made, which feels a lot more rewarding to me. Damage to close just feels lazy. If they aren’t going to remove it, they should at least nerf it or buff the more situational affixes to make them competitive.
All conditional damage is lazy game mechanics, IMO.
The other conditions you mentioned are actually a product of your build and will therefore scale with the choices you’ve made
Yet increased damage % or increased damage type % would still scale better and always be active. You can’t stun, chill, freeze, slow, etc., bosses or unstoppable mobs/players, so the conditional damage based on a CC is pretty lame.
Doesn’t change your build/gameplay in any meaningful way?
If you have close damage you want to be in melee range to the enemy.
If you have distant damage you want to be outside melee range.
How does that not change your gameplay or build?
Huh?
As oppose to… + x min damage and + y max damage affixes as d2 had (which op is suggesting in their stead), which genuinely don’t alter your build/playstyle.
Yeah, you’ve made my point. You use damage vs close on 90% of builds, and then for the handful of true ranged builds you take damage vs distant. You are already going to be playing close or distant anyway, so it adds absolutely nothing to the game. If I have damage vs CC, it rewards increased investment in CC.
Ultimately, given how broken crit and vulnerable are, none of this really matters since even the best conditional stat bonuses are quite a way down the priority list. But in a world where they actually fix the game, I’d like to conditional effects that actually reward your build choices rather than just giving free damage based on whether you’re playing melee or ranged (which you’d be doing anyway).
I’m pretty sure I didn’t. You made mine. You said it has no impact on build. Now you’re saying it has no impact on build if you either
Do you even read the words you type?
They are the epitome of gameplay affecting.
If I told you of a feature that d2 had and pretended it was in d4, would you hate on it simply by virtue of thinking it was in d4?
I’ve never played D2, and I never endorsed adding min max damage, only removing close/distant damage.
Playing distant or close is intrinsic to the build you are using, there is no world in which you are going to change your playstyle based on those stats. If your build is ranged, you will play at a distance because you will take less damage. If you’re melee, you’ll be at close range because you have to. These stats are just giving a damage bonus to something you are already doing.
Taking CC conditionals on the other hand, it might make you take a stun passive for a skill if you know that you can stack stun damage. Or maybe I take the freeze unique on a Barb and stack damage vs frozen. Maybe the CC itself isn’t worth much to you, but the damage increase would be. Now I’m changing the way I’m building my character based on my ability to stack damage against that particular condition, as opposed to something I’m already doing.
If you want an example of how a distance related item can actually change the way you play, take a look at the Diablo 3 legendary where you gain more damage the further away you get. I wouldn’t want this in the game, but it does change the way you play in that you need to maintain significantly more distance than you normally would need to in order to maximize its benefit (if the item were implemented properly). The current close/distant does not accomplish anything to that effect.