Why do we even need a lives counter in the first place. How does this interact with Warlock Soulstone and Shaman Reincarnate, do they still loose lives counter when they have autores on a c/d? Like, why, Delves at launch were still challenging as leveling content if you didn’t have ‘bis’ type stuff (which again they still balance around for people to come in with for some reason, so new toons/players/returning players get a MUCH harder start experience which is probably not what they want) and now, again, fun detected, fun nerfed
This is supposed to be a freaking game, let people have fun without it feeling like you think ‘dark souls is a game model every one likes playing’. Especially since they still don’t have accessibility options to change how ‘floor gloop’ and aoes look so that we can properly see the area they are going to hit, or even where they are (the times I’ve died to aoe insta kills from various sources because from what I could see I thought I was out of the aoe only to find out, no, you aren’t is getting frustrating)
Blizzard in their balance-team wisdom once again proving the point:
“Exploit early, exploit often.”
Now you have to guess what they’re going to break too. Maybe they should reset everyone’s progress (lmao, this is sarcasm but I wouldn’t put it past them).
Oh boy… the problem is that many of these mechanics have back to back interrupts required, and because of your nerfs, Brann is now completely unreliable to dispatch these mechanics AT ALL without a group.
Are Delves supposed to be solo or not? Consider nerfing the criticality of interrupting every spell cast (because almost all hit extremely hard) and they are now not avoidable damage.
Okay, cool, so, gotta nerf specific classes that have that as a main survival mechanism, since pet agro is broken again for warlock (it was fixed for a short time, but not anymore) and drain life does such pitifully small damage/healing now that it might as well not exist. The fact that health stones needed a ‘can recharge in combat’ upgrade says alot about warlock health loss, especially with burning rush now dealing strait hp damage and bypassing shields
Here we go again. A small minority of malcontents complain that a subset (players with friends / guilds) have an advantage and Blizz swings the pendulum too hard in the other direction.
The nerfs were obviously too extreme and as many players have said lead to toxicity and exclusion. Once again blizz will pat themselves on the back for “listening to player feedback” when they didn’t hear the messaging and the broader player base is unhappy.
Yup, even just using the basic fire spell on destro and chain casting it back to back is enough to pull agro off my voidwalker. Heck, If I put wither up and only use my instant cast off cd after it’s out of charges I’m pulling agro off it.
My Surv Hunter has a similar issue, if I throw my bomb and trigger the sentinel owl I pull off pet even if I used misdirect a second before, because misdirect wore off so now it’s all here to eat my face
Are some specs just pulling crazy aggro amounts? When I did easy mode Zek’vir, my mage friend was ripping threat off my Arms warrior despite doing much lower dps.
No idea, when I speced demonology it was harder to pull agro, but still was pulling agro off my voidwalker/felguard (only reason I even use felguard is just how much stuff needs to be interupted now and warlock has like, NOTHING for that in general) like, if I stock up 15 wild imps and implode them, boom, agro now on me instantly, throw out a 30 stack buff of instacast doggos? agro. Bilewing barage that gets a few quick crit pops at the start? agro.
I have no clue myself but out of curiosity – were you the group leader?
Curious if Brann has something to do with that. He will show up on meters as your pet (inflating your damage done). So there’s a chance your Mage was actually outdamaging you by enough of a margin to pull aggro, but Brann was padding the difference.
The issue is mechanically, spells hit very, very hard. They are treated as avoidable damage. Nerfing the time delay in Brann’s interrupt means you will not always have an interrupt available between the two of you anymore. And logically, they are actually now unavoidable after the first set of interrupts.
This is very apparent on Zekvir, where you are likely to have the debuff cast go off if you need one interrupt elsewhere beforehand (e.g., for his heal).
I just shifted off Zek’vir’s debuff with ghost wolf. If the add casts, though, you just insta-die LMAO. I beat Zek’vir after these hotfixes, but yeah, I haven’t run any 8s since. They’re awful.
I get the sentiment but I wouldn’t even say this was an exploit. Blizzard not tuning a nob correctly isn’t the players fault. It’s also not the players fault that they now have turned it way to far in the other direction.
I felt like solo delves and group delves had the right balance before this hotfix. I usually ran in a group with 1 tank and 3 DPS. If one of us weren’t paying attention a mechanic would one shot us.
I think the obvious solution was to tone down solo to be more reasonable, tune up duo a bit, and not touched 3+ at all.