Cataclysm Gloves are now a RING! So now the only 2 Storm unique items will not compete for the same slot! Woohoo!
buffs to Boulder (2x basically) and more
Barbs are being toned down
Rogues look insane, watch video too much to go into
Sorcs are getting what looks like meaningful buffs to skills and items, they could be near the top and I am very happy for them!
S5 mechanic rewards are being buffed and it is going to be way easier to get compasses and they intend for runs to last 10- 15 mins instead of an hour+
Maybe most importantly, Crown of Lucion and the OP Amulet are getting nerfed. He doesn’t know by how much yet but I hope it is at least 50%, I would actually be happy if they removed it or nerfed it much more. A regular unique should not be better than a Mythic Uber nor required for almost every build. I really hope the crazy OP 300% damage basic skill sword gets nerfed by a lot as well, it is just boring and visually not interesting when 4/5 classes best builds are boring and ugly looking basic skills. Especially us Druids farting out Wind Turds UGH.
I was about ready to give up on season 5 but I am now very interested in checking it out and am very pleased that they seem to be taking players concerns to heart and quickly making positive changes. As long as they hit the mark on the Lucion/Amulet nerf then I am very happy with all of this!
I don’t understand how they didn’t buff lust for carnage. Werewolf (non tempest roar version) has like no real legendary nodes that can improve Shred damage outside of ancestral guidance. I tried a 100% Cata Shred build on PTR but it was still lacking even with a 100% roll.
I agree. I also don’t see how they didn’t make Heightened Malice more useful, something like getting the bonus after poisoning 3 times instead of having 3 enemies poisoned at once so it would be useful on bosses. Oh well.
I just watched rob’s video, i need to hunt down the actual patch notes.
The increased damage per mainstat for druid/sorc to balance the barb slot advantage is… i guess it’s ok, but it feels like a bandaid. It doesn’t really address any level of choice or variety when it comes to stats or aspects. I don’t know the math either, so i cant even tell if it is good or not.
I’m a tad more excited ?
It sounds like storm will still be ruled by tempest roar though, unless there was more info?
Id like to see rabies as an aura it doesnt stack yet does it?
Natures Fury builds seems like they will eat considering thunderstruck and earthen devastation getting their caps increased plus can run Unsung and Cataclysm. Was hopping to see a bit more in terms of Shred buffs or rework mentioned, like make Dash part of the base skill already.
And while it’s interesting I don’t like the idea of adding key passive specific stuff to uniques like Mad Wolf glee. Makes it pointless for a lot of builds.
Faster rabies spread is becoming baseline, and every d4 partner has said more buffs are coming for rabies in these patch notes. Most of the d4 partners seem uninterested by the other changes, however, so the buffs are probably not notable.
edit: Lupine ferocity sucks, and there isn’t really any number value that would make “crit more often plus a lil extra” worth taking. It’s boring, it’s weak, it’s limited in scope and creativity. It doesn’t even work for rabies builds, so that’s just a dead stat if you want to focus on that skill and use Mad Wolf’s Glee (which you do if you are taking aspect of the alpha). It’s a junk passive and it needs to be sent back to the drawing board.
This is what I don’t get. Shred tempers are crit chance and there’s even a separate werewolf crit chance so why is this key passive so focused on guaranteeing a crit. I really hate the inclusion of that on the chest.
Nothing with werewolf really synergizes well. They want you stacking crit, crit damage, and attack speed with those tempers, then they have a werewolf skill that can’t utilize any of those stats, rabies. Then they have a passive that either renders that crit chance on your gear mostly pointless, or the gear renders the passive pointless. They definitely want you to take shred as a rabies druid, but it just doesn’t work well, you are pulled in opposite directions. It’s like no one responsible for implementing these ideas had a boss/supervisor/creative lead/whatever take a step back from the individual mechanics to observe how all of this was supposed to work together as a cohesive system. They are missing the forest for the trees.
I don’t think the problem is with them including that stat on the chest. I think the problem is, how the passive works is in conflict with everything else about werewolf.
It kind of limits the use of the chest which is weird for play your way. You can’t run Bestial anymore unless you don’t want +5 werewolf skills. It’s just odd to include a specific stat to only one key passive on a unique so good for various werewolf builds.
I agree, it does limit creative choices, but it wouldn’t matter if people actually wanted the passive when playing as werewolf anyway. It’s the werewolf passive, and that’s the werewolf chest, we should want those things regardless.
The easy bandaid fix is to just change the stat to something else on the chest. The harder but overall healthier option is to actually change the passive to something we are excited to take.
edit: and I’m a rabies druid, I honestly think I prefer the old version. I can’t use 2 of those new stats now. (kind of, given that I also use werewolf companions)
I hope they change natures Fury to something like this: basic skills have a change to trigger other basic spells. Same count for core ,defense and ultimate. So stormclaw build can trigger all basic skills
I think his idea was to be able to trigger ALL spells from the category; ignoring the tag (so you don’t trigger only Earth spells when you cast a Storm spell).
Not really because some basic skills dont have an earth or storm tag. Maybe an aspect with all basic skills are storm and earth skills would also be a cool idea so they benefit from more sources of damage types
I don’t think this is true at all, Spiritborn looks to be a lot different than Druids or any other class based on what I saw. A lot of people made comparisons to D3s Monk and while not exactly accurate it is closer than any comparisons to D4 classes. S6 almost everyone will be playing one so every other class will be dead for a minute
I mean I’m def replacing any poison Druid setup with Spiritborn. Just much better support for poison based on skill, passives and aspects so far from what is on D4builds. I’m all for the monk/witch doctor playstyle that centipede gives.
That’s what I’m saying, like Noxious Resonance is as good as blurred beast used to be and/or a significantly better toxic claws. Add to the fact Touch of Death becoming a spam able Rabies (and better) with the Core upgrade… I’ll never try to play poison Werewolf again. All the melee poison skills on Druid need to be relooked at and enhanced significantly. Pretty sure Spiritborn will be better than a TB poison rogue by a landslide too but maybe I’ll finally get a gold poison melee class so I am looking forward to it.