Alternative options to not kill Doom

I think everyone can agree that RNG isn’t always fun, and that Doom was a lot of fun when you could guarantee you were going to get a Doomguard when it exploded. Was it overpowered? Maybe, but the solution isn’t to make it RNG.
They had a couple options instead of making it complete RNG;

  1. Nerf the damage of Doom and/or the Doomguard so even if you Doom snipe low health mobs, you aren’t eclipsing the damage meters
  2. Put an ICD on the summoning of a Doomguard
  3. Tweak the capstone so that instead of completely resetting the cooldown of Doom when it explodes, instead have it just reset 50% of the total cooldown
    Any of which would have been better options. Personally I’m more of a fan of the third option. Testing it out on the beta, having the cooldown reset on death made you cast Doom every other spell at the end of a fight to try to make the most of the resets, and that felt pretty hectic. Cutting 15 seconds off the cooldown when it expires means it won’t affect single target Doom usage, if you want to use it in single target, makes it so you can still get better value out of it than only being able to use it every 30 seconds, and still incentivizes you to snipe low health mobs, you just get less hectic gameplay at the end of the mob pack in m+.

I don’t mind the nerfing Doom’s damage some, but the bigger problem was the sniping and getting a bunch of Doomguards out. Why not just make it so you can only have 1 active at a time. May need to adjust the damage some for the folks that can still juggle keeping one out constantly in pack pulls but this way it wouldn’t hurt it so bad as a single target option.

The damage needs to be heavy now that it was change to a rng proc.

I don’t disagree, but I am just glad they fixed the icon. That was game breaking IMO.

Shouldn’t have been changed to rng at all

Game has too much rng in this day and age. With the tech available, i have no clue why the default to rng other than sheer laziness/lack of talent. Implementing something with a predictable or controlled cadence is superior in every way imagineable

Exactly, plus I feel like RNG is harder to balance and tune

It is. But the devs just love attaching rng. Something fixed is always 100% better. I’m not sure what was the issue with a fixed doom surely you can tuned numbers

But they went the whole lets tuned the numbers to low damage and also have it be rng.

That single target shadow vilefiend should be doing burst single target not sustained.

Capstone talents should not be RNG. They wanted us to use Doom, we did, now they want to make it terrible and will complain when we don’t take it.

Yeah lol that what I was thinking. You just releases a good idea and your going to the tune it’s damage low and also make rng.

If its rng it should be doing a high damage to go with that rng depending on bad the rng is.

If its 100% than tuned it’s damage accordingly but not both otherwise it has a potential to be ignored.

And no we still won’t take that additional talent for it that gives it a sould shard when it goes off.

Its a bad decision no matter how you look at it. Either the proc chance will be so low it isnt fun anymore, or so high that it makes no sense to make it RNG at all.
Not to mention the fact that depending on proc chance, in order to make it viable they will probably just shift all the damage to the doom explosion, which people will still be able to abuse by doom sniping low health mobs. But it’ll feel so bad having all the damage coming from doom and none coming from the doomguard capstone. Just like how the 2 piece does more damage than the 4 piece on live.
I really wish they would elaborate on the reasoning behind their decision. Like maybe they know something we don’t. They’re taking all the fun away from the new Doom

And this my friends is why I no longer get excited about “reworks”. The devs did good work on Doom and like I predicted they couldn’t just let it be.

My solution to the way they develop their game: I don’t buy it! I’ll wait for them to make all of their so called “tuning/balancing” and then I’ll make a purchase decision. I been on to their bait and switch tactics for a while now.

It is strange that demo can’t have multiple doomguards out being the demonology spec.

But destro being the spec that has nothing to do with summoning powerful demons has better forms of doomguards (with faster cast times) and can just keep spawning over and over with almost limitless resources and having to barely cast any incinerates.

But demo has to cast shadow bolts …

What’s hilarious is that destro has a 100% based on just using shards to get fiend out throughout doing it’s rotation while demo’s doom only has a chance when it explodes and you have to talent it 4 to 3 points into to make it worthwhile.

Exactly, if they can tune destro around having multiple overfiends up, why can’t they tune demo to have multiple doomguards up? Especially when you are only going to have multiple doomguards at the end of the fight, like the last 5-10 seconds. Other than that, you’re only getting 1 doomguard every 10ish seconds, depending on how many cores you get

And it seems like the new doom talent was double nerfed.

Changed to rng ato only percent to proc on doom explosion. And it seems like the doom guard now only shoots single target damage which just out right kills the entire doom tree line lol.