Before Rogue mains fly at my throat, relax I’m all up for mobility skills. But this policing and nerfing any movement on other classes is absurd.
You’ve deleted Teleport on numerous occasions, and have literally removed any and all mobility from Spiritborn (No more Rushing claw, no more Evade, no nothing), leaving it to move like a tortoise.. (No RC with lock doesn’t count, that’s clunky bs.)
Meanwhile Rogues move and tele faster than any of these skills and characters ever did..
The Rogue is super squishy and difficult to progress unless near perfect rolls. Even then it is much weaker than last season and Death Trap is bugged.
Add to that at least three streamers have crapped on BLIZZARD because the mythic drop is crap, the wording and explanations are hit and miss, the Kurast Mythic is a joke, and one streamer put up the current user groups compared to LoH release and prior seasons. Many people are playing something else or doing something else.
There’s a saying with the pooch I cannot use but they did.
The Spiritborn’s mobility is still there, but after the S13 skill changes, the class feels noticeably more clunky to play.
I’m referring to Ravager . Its previous upgrade allowed Core Skills to instantly dash you to your target while Ravager was active. This created a smooth loop where every Core Skill naturally flowed into movement and engagement.
That effect has now been moved onto the Path of the Emissary item. However, its other modifier reads: “Every [6–4] meters you move, invoke a base Core Skill from your primary Spirit Hall.” In practice, this means it only triggers while moving. Once you stop to fight at close range, it becomes useless. The result feels like a poorly stitched-together mechanic with no real synergy.
So if you actually want to use Core Skills to stick to a target, you now have to cast a Basic Skill first, since all three Basic Skills are mobility-based. It adds an unnecessary extra step that makes combat feel more fragmented.
By the way, when Loyalty’s Mantle is equipped, the modifier is completely non-functional for Skill Variants .
Even when both your Primary Spirit Hall and Secondary Spirit Hall match the Spirit type of the Skill Variant, the item’s effect:
“While your Spirit Hall choices match:
Their bonuses are 100% more potent.
Skills of their Base Spirit gain [50–60]% Vigor Cost Reduction.
Skills of their Base Spirit gain [50–60]% Cooldown Reduction.”
still has absolutely no effect on Skill Variants.
It remains completely broken, and there has been no fix or acknowledgment of it in any patch notes so far.
Because the enhanced effect for Ravager—“While Ravager is active, Casting Core Skills instantly dashes you to your target.”—has been moved to the Path of the Emissary item, Spiritborn now feels noticeably less fluid to play. Aside from Rushing Claw, almost nothing in the kit feels smooth anymore.
It feels like they’re trying to turn Spiritborn into something closer to a Diablo III Monk, but it doesn’t really fit well.
In D3, classes like the Witch Doctor needing to stop and cast skills wasn’t really an issue, because it worked within D3’s overall gameplay environment. However, in D4 they’ve added a Witch Doctor-like class such as the Warlock, which also requires you to stand still to cast abilities. That design just doesn’t work as well here, because the overall gameplay environment is completely different.
At the same time, they’ve also introduced a large number of elite affixes that directly contradict stationary, cast-in-place gameplay—essentially just serving to make it easier to kill players.
It has everything to do with it. They are actually consistent if you think about it ,right across the board - They overdo one or two things without checking for consequences thoroughly, over-nerf other things almost to the point of becoming unusable or lame, cut back things that dropped too frequently way too much, then as you alluded, will over-nerf the agility that is the core of this thread. Basically - the day they learn to do things in MUCH smaller steps the happier their user base will be.
EDIT - If you look in every form of development in any application, when great developers balance anything, it is never by going from hard left to hard right. It is in tiny steps gradually moving right until it balances. They release a small step and tell their users they are doing it in small increments until it is just right. Taking anything completely away that works is just dumb and makes it way more difficult to find that balance.
They don’t put any thought into anything they do. They just kind of do things. For all we know it’s a bunch of chimpanzees in a lab choosing squares and colours to make decisions.
maybe that their new design philosophy. Sorc will be the Gandalf Type, 1 teleport every blue moon and slow as a turtle otherwise. Druid gets Treant form that restrict movement completely or by 90%. Barb will start to fly when using Whirlwind, but the Landing will be difficult because of dizzyness. Spiritborn will get Dance moves(looks cool, but barely moves). Paladins Armor will be too heavy to run, so only walk speed possible.
Necro gets removed(out of ideas)