Will they Fix/Remove Vulnerable in Season 1 Patch?

Would be cool if they fix Vulnerable on the 18th to balance the game and scaling issues for every Class.

Vulnerable should be a “Condition” that is random that increases damage by 20%. Remove Vulnerable stat from the game. Exploit Glyph “mod” gives a 30% chance of Vulnerable.

Tada game is instantly better.

If Vulnerable is a static 20% multiplier it’s still very good and if it becomes a true “Condition” that is like stagger. It’s still very strong and balanced across builds now. Class balance is instantly better and build options open up.

Not sure how the Devs messed up so bad with Vulnerable the way it is now but hope they can fix it.

10 Likes

You do realise that doing so will destroy the rogue toolkit. Removing such feature will require a complete revamp of the rogue and other class.

11 Likes

There are ways to fix vulnerability without removing it, but it would still mean they would have to rebalance the entire game around any fix.

Don’t think they’re ready to do that yet.

3 Likes

Taking away a damage bracket would reduce damage considerably.

They would need to scale monsters down accordingly, which might not be a bad thing. I prefer slower more tactical gameplay myself.

Of course with only 3 damage brackets, crit damage now becomes the ‘Must Have’ affix for gear, so maybe there is no solution…

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You aren’t removing Vulnerable. It’s just fixed at 20% when it procs. That is how it should of been. Exploit shouldn’t be 100% vulnerable. Nothing should. When Vulnerable happens should be a nice 20% multiplier.

Rogue doesn’t need Vulnerable. Some Classes don’t have it. Main issue is whoever designed Vulnerable was drunk. Now we need someone sober to go in and fix it.

Well yea that would be a good thing. We don’t need damage in the billions.

The Vulnerable design is one of the most atrocious things in game. It’s way too out of line compared to other stats and every build needs it. Which hurts the game.

No they wouldn’t because we have new powerful items with Malignant gems and other balance changes.

2 Likes

highly doubt they got the man power to fix soo much stuff at once, if anything resist/armor imbalance was more of a priority then vulnerable damage.

lol, no.
25characters

4 Likes

Removing Vulnerable would be bad.
But it should be added to a dmg bucket with some other stats, to balance it better.

Take the current big bucket and split it into two, adding Vuln to one of them.
And do something with crit too. Maybe add a few new stats it can be in a bucket with (or add it with Vuln and a few existing ones?).
Alternatively, make it so Crit only works on a single target per attack. You hit 5 enemies? only one of them can take crit dmg. That could be an interesting way to reign in its power imo. A boss/elite killer stat basically.

Tbh, Vuln should be higher priority than those. Even if they all should be very high priority.

Unfortunately they built too much of the game around vulnerability without sufficiently testing, so no - its here to stay and will be forever considered mandatory for every build, it’ll take a long time for them to patch and balance it.

1 Like

vulnerable damage ties to entire damage calculation of all class, if they want to fix/change it mean they have to go through a long testing with all class. not something can be done in short period, something like season 2 or 3 maybe. they still has broken druid bulwark/necro bone spear/hota shock wave bug/nerf they need to address for game balance.

Any class that has a Core skill that forces you to choose between damage or vulnerability would have to be redesigned. Rogues and Sorcs come to mind.

The solution that I opt for is to combine crit, vulnerability, and overpower into the same bucket. This solution promotes build diversity, rather than destroying it by taking out vulnerability as a source of scaling.

Sure, wont be season 1, unless they delay it (which probably would be a good choice regardless). Should aim for S2 though.
Will it result in imbalances? Yes, but considering it would remove a crazy dmg multiplier, chances are, even with too little testing, it would reduce imbalances, not increase them.
And since monster scaling is the name of the endgame, there is basically zero risk of making the game too difficult without those Vuln multipliers.

But yeah, bring on all those much needed nerfs.

There’s nothing to fix. It’s not broken. All they need to do is give us more ways to apply it.

3 Likes

A lot of the community will disagree with you. It’s definitely broken and outlier that causes more problems with game design. If you removed Vulnerable the game just instantly becomes better.

However I’m not saying to completely remove it. Just have it be a condition like stagger and it does a flat 20% bonus which is a lot. Then remove the stat.

This doesn’t help. You are just pigeon holed into using a broken stat. It’s unhealthy for the game and builds. We don’t need more ways to apply it :man_facepalming:

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Vulnerable is fine. It is nice to have a conditional power gain like Vulnerable. I just think they need to rethink how it is applied. What needs to happen is to make all modifiers multiplicative (but additive within themselves) so then you would have to actually look at each item to determine the power that it gave you. Would it make looking at items harder? Yes! Your intelligence to what your character currently had and what you would want would matter. Would it push numbers into the Billions??? Yes!!! Does that matter? No!!! As long as time to kill is balanced numbers mean nothing. I have the solutions to fix this game. Do they want to pay me to fix it though? Maybe they just want people to think it is garbage.

What difference is removing vulnerable or nerfing it going to have to the quality of the game or the gameplay in general?

I get it. People don’t want to stack vulnerable… ok what do you want to stack instead? Crit chance and CD? And after CC/CD is stacked. WHat then, Dex/int/Str etc? so what is the difference. Everyone is still going to end up stacking the best few stats regardless.

5 Likes

Yea but fixing broken stats would be healthy.

If by fine you mean completely busted, not tested and someone was drunk letting it go live as it is. Then yea.

Yea it should be 20%. Then it would be nice.

More build and item diversity.

We do want to stack Vuln. On some builds. And stack crit on others.
But not on all builds.

If there are a few stats that are best for basically everyone, then something is wrong, and they should be adjusted. Same goes for Vulnerable.

1 Like

2 ways to fix this:

Making vulnerable an additive dmg and heavily gimp damages.

OR

Make any conditional damages such is freeze/stun/burn etc multiplicatively.

Both solutions actually same purpose, to dilute importance of vuln and boost diversity/decision making when filtering items, depending what kind of power creep devs will accept.

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That would likely result in broken D3 style scaling.
More additive dmg seems like the much safer choice here.

1 Like