Vulnerability is in it’s own category and other stats being in separate categories where each separate category is multiplicative with each other.
You’ve effectively constrained players ability to make gear choices even further by forcing them to take as much vulnerability as possible because it will always be the lowest stat with the highest value gains in comparison to stat bloat in other categories.
I remember in the campfire chat it was mentioned it might be additive with other stuff in the near future. I really suggest moving stats from the “damage vs” category over to the vulnerable category to reduce bloat from that category and fill out the vulnerable category.
If vulnerabilities category is simply removed and vuln is moved in with crit or worse into the dmg vs category it will effectively be perceived as another major stat nerf to players.
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Or, if they were going to do all of that, they might as well re-do the entire itemization will less boring categories and remove vulnerable from the game since all it does is limits gear choices and build variety since you’re severely hampering yourself without it.
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I think they went the wrong route with vuln. It’s still a BiS stat to get on gear, just weaker. If they really want to address the problem they should just outright remove increased vuln damage and replace it with stuff like
- Increased crit chance on vulnerable enemies
- Increased vulnerability duration
- % chance to gain X resource when attacking (or critting) a vulnerable enemy
Like that way they could actually balance the increase in damage you gain from vulnerability and adjust it to whatever they think it should be at.
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Stop whining. Just play without vulnerability. Problem solved. I dont need it and doing perfectly fine farming NM50+
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Very nice to hear
That’s what I’m doing this season , Completely ignoring Vuln
and so far so good, but i’m kinda behind on things!
So nice to see that comment 
I’ve expressed that vuln is probably the most high value stat in the game and your suggestion is to ignore it? You… arent very smart… are you? 
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Unfortunately it’s hard to ignore. Just with your paragon alone you can get like 70% vuln which means you will do almost double the dmg when you account for the base 20%. Then of course, since you’d prob be at 90% vuln but 300% crit and like 700% + dmg, the increase you get with just 10% vuln will give more dmg than 30% crit and 70% + dmg at that point.
The problem is that there is no itemization choice. I personally think vulnerable should be the crit of damage over time, thorns, etc. And it should be a crit or vulnerable stack choice. This makes damage over time and thorns competitive while giving build and itemization diversity to the playerbase.
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The problem is if they redo the entire itemization (which is good for the health of the game), then too many eternal players will cry about their characters getting bricked.
I think with itemization being such a popular issue, i’m sure people would not mind their character being bricked if it means they can have more fun. People are just waiting for the change.
The entire damage system is just bad design, IMO.
He probably plays a Blood Necro to not need that stat for him to spew something like that.
Well something that doesn’t affect me shouldn’t affect anyone else right?
Ignore it lol.
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I would think anyone with any character would be like whoa wait what? Then start a new one.
It’s already upsetting they didn’t see this coming in testing.
It’s already bad enough eternal feels like seasonal because of “they don’t know”
I think the true eternal players already put the game down until it gets into a more stable place. If they even decide to come back at all.
Became sick to stack on Vuln pre-season on my Rogue. This time with the seasonal Druid I just don’t care, don’t wanna see it and working towards overpower dmg/crit chance and other dmg bonuses. No problems for now, lvl 61
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Well, its a little bit hard to compare these days
Even if Vuln is in its own bucket , its conditional
I’m trying affixes, that can roll very high, see if they cant outweight the vuln bucket, and, so far so good, like a few people said too =)
My sorc is already bricked.
they tried to get all fancy with additive and multiplicative bonuses but genuinely don’t understand how they work so we consequently have a system that’s going to be an anchor around the gearing, itemization, and builds in this game until they delete vulnerability in the first expansion.
I fully expect them to try to force this for the next 7 seasons though, I don’t have confidence in many of the balance decisions this team has made so far.
Yeah, ignoring a stat/mechanic that
A) Has a bunch of interactions with other passives that make it either hugely beneficial or straight up enable a build to work
and
B) is overwhelming the single largest damage increase available on any mod slot that can roll it.
Is silly. I get it, play your way, but the game is built around this. You may as well play without ever taking any actual passive bonuses or skill modifiers. Just take the vanilla skills and rank them up to 5 on your tree and call it a day.
Sure, you can make that work and all. But why? It’d be absolute trash.