I understand that the new season starting in the next few weeks we’re going to see changes to the way overpower and critical strike damage is calculated. In otherwords its being reduced. In my opinion this will have a massive impact on classes and builds that rely on crit/overpower to work, builds such as Pulverise Druids and HoTA Barbarians suddenly become less powerfull. Druids are now one of the worse classes to play becuase they have been so badly nerfed. This dosn’t just impact those classes it effects game play for every class to a greater or lesser degree.
Another area that needs to be addressed is the amount of damage required to kill things in Torment 4 pits (Tier 55 or higher), builds that are perfectly viable and very enjoyable play upto tier 54 suddenly become impossible to play becuase they don’t generate anywhere near enough damage. This is particularly noticeable when trying to solo torment 4 pits. The game is forcing players into parties, I’m sure I’m not the only one who dosn’t want to play in a team all the time and enjoys the challenge of solo play, but torment 4 pits are impossible for most solo players forcing many to abandon perfectly good characters, or the game itself.
I think damage resistance on NPCs on all dificulty levels should be scalled based on party size, solo players needing 75% damage, duo parties 100%, trio parties, 150%, and full parties 200% damage to kill them
if it helps you, blizzard said, and they tried to already in s8, to do early balance patches in a season, meaning in the first 2 weeks.
I hope people dont just try to copy paste builds again to then cry if the next super Overpowered build gets a nerf.
Play what you enjoy. Meaning, dont just follow a build from day 1 on. pick a class you like, and build your way up. If you must, keep yourself updated on guides of course.
that kinda irritates me tho a bit ^^ do you think that this should be a scaling? ^^
The nerfs are for overpower additive damage (80 % on the PTR, that could change for season 9) and not crit damage.
Every pit level the mobs have about 17 % more life, I think even more above pit 100, but I haven’t tested it myself. There is nothing special with pit 54 as far as I can see.
If you are faster in a group, someone has a much stronger build and he is carrying you through the pit. The pit monster HP is scaled with the number of group members.
i played DoK 2 seasons ago i think^^ i enjoyed it a lot for just speed farming materials ^^ its really the spin2win fantasy xD
my necro is the main in ever season but yea… necros are a little slow when it comes to movement, so often enough i build a rogue later on for farming duties
I hope they touch nothing with the ArchMages as they we super cool on PTR. Did t4 pretty good so I hope they stay that way. Dok on the other hand lost snapshotting 100% crit so the spin2win is reduced to ca 8 sec and then you have to redo all buffs and even with perfect gear and mw, he could not kill a t4 boss. He never was a good boss killer anyway. Really good t3 farmer.
Yes. it is. Even a bug that Skeletal Mage Mastery affix in the gloves doesn’t work and dev had no respondings in PTR bug report and feedbacks anymore after three days PTR launched.
The Pit needs to be changed, some improvements, not only the “slog fest” needs to improve but also the reward system
Mashing buttons as fast as you can for 15 minutes to lose to a timer for 15 seconds is by far the worst thing in this game
Needs immediate fix, ASAP (if not yesterday)
Why ?, the game needs improvements, not this number dance… If your gameplay sucks at say Pit 60, with buffs all it will happen is your bad gameplay experience will happen at Pit 65 or say 70, while nothing else has been changed or improved
We need actual fixes and improvements, not buffs which do nothing to deal with that problem in return (they just postpone it and push it away)
The goal is not to NOT HAVE a challenging experience, the goal is to improve it and make it feel better