Well sure. But I think (my opinion) is that the devs are stuck in the mindset that Diablo is about picking up loot and sorting through it. I mean, it took a long while for Diablo to even get automatic gold pickup.
Resists
Crit/Vuln/DoT rework
Resist, This might be a double edge sword. Be careful what you wished for.
People didnt stack any resist at all and has their skill affix on damage.
With resist being mandatory like D2, wont this be constituting a nerf like the armor nerf?
That people now have to offset some of the power to mitigate?
Crit/Vuln/Dot rework, is also dangerous changes. Make or break ?
You are changing a core mechanic that should have been the corner stone from even the game release.
renown power is not changing, you just don’t have to farm it ever again after s1.
Oh I fully expect that Resists Rework will also coincide with Armor Nerf. I mean, it’s a given. People that are expecting Armor to continue to give 50% Elemental Damage Reduction AND Resists to augment it further are the type that buy beachfront property in Arizona.
What it will ultimately mean is that defensive affixes will now need to include Resist All as well as Armor. Itemization, right? rofl
Awesome changes! This game should be pretty decent by season 20 if this trend continues.
Well, lets see if Blizzard really knows what they are doing.
This is a major concern.
As you said - a double edged sword.
IF Resists perform ‘too well’ - and we all know the game breakers out there will find something - what is going to take the fix/solution “HIT”?
Armor and DR% get nerfed yet again?
I can see the above happening mainly due to an admixture of pride and not admitting to an error/fault: “Hey we fixed Res but the interactions are OP! How do we address it? … Well we DID just finally fix resists and they seem to be working and it’s our Big publicized Change so let’s ‘adjust’ Armor and DR again. That’ll do it.”(sweeps the whole problem under the rug).
Vuln, Crit damage and …DoT?? I swore I read “Overpower” not DoTs.
Lord knows what this entails. I can’t even imagine.
most affixes are already unless because of how important vuln/crit is/was
for example your weapon basically had to have vuln/crit dam/main stat and usually like core skill damage or something… there is basically no incentive (or room) to even both with 90% of the other affixes already.
crit would be the easier to remove and just make it a standard function that just happens a % of the time always deals double damage. this removes the need for crit damage chance and crit damage affixes.
vuln could just be converted to lucky hit and add it to every single damaging skill in the game. then every single skill in the game could potentially cause vuln x% of the time. just increase the duration of vuln a little longer to like 5 second minimum.
This can be reworked if all conditional damage become multiplicative, with lower affix/paragon percentages.
Bleed/Slow/Burn build? Let’s see it! Currently, Crit/Vuln works because they are seperate multipliers. Bleed/Burn/Slow doesn’t, because they are all additive thus applying all 3 is equivalent to applying just 1 (assuming equivalent affixes).
Today, we didnt need resist because all the damage is mitigated by by armor.
So why do we need resist in the first place?
The only logical thing why we now need resist is because the armor are now changed that you needed to additional Resist.
Unless Resist is for those annoying CC, then we have another kind of resist,
Resist Fear, Resist Frozen, Resist Bleed, Resist Stun, Resist Burn.
For elemental resist, i dont see how we might need a elemental resist with current model where armor cuts all the damage.
Easiest Vulnerable Fix would be the following:
Rework Vuln so it ties directly into Conditional and Status effects & %'s Buckets. (the 99% current trash ones).
I have 200% Vuln and apply Vuln to an enemy. I also CC them. Now my 150% Crowd control and 75% Stun get multiplied.
Vuln would enhance only the “other damage buckets” then get multiplied by Crit and Crit Damage etc to get the resulting number.
Not [x] everything like it is now.
Just my thoughts on it. It reigns in damage numbers and it promotes build diversity.
Yes we’ll still need Vuln on items but status effects are not insta-salvaged anymore.
Maybe I’m totally wrong. Probably. Who knows.
Hmm…guess I misread. Thanks!
Although suppose power creep on uber uniques! Cant imagine people staying on the treadmill if already got shako and then need something even more powerful than shako!
My peter meter kinda twitched. So a 2 out of 10.
Yes it seems everything they’ve done leads to something they have planned.
Reduction of DR and Armor is leading to the Resists functionality.
What bothers me is: There’s already a ‘mostly’ baked in desirable, if not necessary Affix pool and players use it. It works as you said - Armor mitigates and so on.
Now we potentially lose on various reductions for a…% fire resist? % cold?
Is gear swapping going to be a thing?(i know it exists in minimally presently - but “XYZ boss killer items vs general farm” has been around forever.)
Will(is) monster damage be adjusted to reflect Resist changes?
Will they be mandatory Affixes?
Is it worth it to give up “Close % reduc” for Lite res?
As you said: Will resist to cold for example - Is that going to mitigate CC to that element or just damage? Fire Res for Burn tic and poison res poison tic etc…?
Lots of questions. Very curious how they’re going about this.
I REALLY cannot possibly undersell how underwhelmed I am for Season 2 and its “theme”.
Themes don’t help when the game you’re glazing it over has such monumental core issues.
WHat ![]()
/2020202020
looking forward too. curious about the details on the season =)
What hype? Twitch views are down to 1.8k.
Idiots already being baited with bare minimum effort love it.
Don’t mind the forums. If you’re hyped for it, you do you. Glad you’re enjoying yourself.