Diablo 3 - Reaper of Souls

niss_sl

shitlord
281
1
While the game is far, far better than vanilla ever prayed to be I'm starting to burn out a bit. A few issues are starting to pop up.

* Elemental Damage % is way too good and restricts your build. At first with all these runes and options I felt like builds were finally opened up. But now if you gear for an element, which it appears you pretty much are forced to do, it suddenly limits what you can do. Since I have all Fire gear for my Barb I simply have to use a Fire generator and HOTA w/ Smash. No way around it.

* Lack of trading is a bit grating. You can get three copies of a really hard to find legendary but it means nothing. You are hunting for Legendary A and Legendary B keeps dropping. Maybe for 9/10 people they want Legendary B but you want A. It doesn't matter. You can't trade B for A.

* Rifts and bounties are fun but quickly become a monotonous chore. For the most part for bounties you just run around the zone until you find the blinking dot. Complete the objective. Rinse and repeat. Rifts basically feels like going through a longer portion of story mode.

* Crafting still has issues. For the most part crafted items aren't as good as dropped legendaries. So now you need a dropped legendary plan and farm a legendary mat to simply get an item worse than your BiS. I get they can be stop-gaps but it would be nice if there were epic crafting items like Thunderfury was in WoW.

Anyways just a few issues I have with the game. It is still fantastic no argument. But after a week or so of playing for 4-8 hr a day I'm burning out rapidly.
I only agree with the crafting and the elemental affix. The problem with this game is that there's too few affixes per item. If a 4 affix item doesn't have your main stat/crit chance/crit damage (and now the new +%elemental damge), it's absolute trash. It doesn't leave much room for other variety so it all ends up cookie-cutter like. I would love for them to tone down the individual affixes and allow more per item. Remember how D2 items had a whole line up of mods? That was fucking awesome and I'd love to see items in D3 have similar with possibilities of buffing multiple skills (ex. +5% damage to signature spells, +5% to zombie dogs) on a single item to improve variety.

And yeah crafting is too shitty and too expensive
 

Pyros

<Silver Donator>
11,319
2,424
Weapon element doesn't do anything, other than fancy effects on kills with physical skills(but the damage is still converted to physical, or should be, might be bugs). Physical damage is however affected by the %dmg affix on weapons, so for the highest damage possible, a "black" weapon, which is to say a physical weapon, rolling a dmg% mod is going to be the best. That %dmg affix doesn't affect elemental rolls on weapons so it's a complete shit stats for those, worse than attackspeed %. Having the right element weapon won't proc EE, unless you're using your "Attack" skill, as in you have a slot without an ability. That'd be the most retarded idea though.

Still EE gives you 10% when using 2elements(arcane nuke+sparkflint) and you can bump it to 15% by weaving in electrocute every 5secs. Another way would be to run Ice Armor with the aoe rune, that adds 5% more, but you do lose armor% and 5%crit from prismatic so probably not worth it.
 

Korrupt

Blackwing Lair Raider
4,832
1,228
Hellfire ring = fire, keeps it on and you can swap familiar to another element and your weapon also counts. Its really not hard to use EE and even at 15% elemental is going to be better than 10%.

You can judge the changes on butcher, hes going to take damage from your armor procs or whatever else. When I tested Arcane before I was 4pc'd TR I outperformed Frozen Orb by 30% and im not one of those dumbass wizards who stands in melee, I was making sure to be at the right distance so Frozen Orb double dipped.
 

Kreugen

Vyemm Raider
6,599
793
Weapon element counts for EE.

EDIT: Oh, I see. Only on "normal" hits. So EE is even worse than I thought.

Anway, thanks, it's something to keep in mind when I get my hellfire ring (so far I have 1 key and the plan. So a couple dozen more and people who can T5 carry and I'm set yo) and acquire 4 more set pieces to add to my current total of 0.
 

Pyros

<Silver Donator>
11,319
2,424
Weapon element counts for EE.

EDIT: Oh, I see. Only on "normal" hits. So EE is even worse than I thought.
It's about as good as Glass Canon or Audacity. It's 10 to 15% depending on your setup(potentially as low as 5% though) without penalties other than fulfilling requirements.
 

Korrupt

Blackwing Lair Raider
4,832
1,228
Weapon element counts for EE.

EDIT: Oh, I see. Only on "normal" hits. So EE is even worse than I thought.

Anway, thanks, it's something to keep in mind when I get my hellfire ring (so far I have 1 key and the plan. So a couple dozen more and people who can T5 carry and I'm set yo) and acquire 4 more set pieces to add to my current total of 0.
Im doing some T5 Ubers Friday night with some buddies if you get the machines, we can carry np
 

Punko

Macho Ma'am
<Gold Donor>
8,027
12,841
For those who don't realise it, bots are the main reason trading was taken out of the game.
 

Needless

Toe Sucker
<Silver Donator>
9,598
3,524
I've been trying to think of ways to improve crusaders, although there are a lot of fundamental flaws, it's hard to think of how exactly fixing them would occur.

The only few things i could think of that are pretty crucial would be:

Change Heavenly Strength to act as a buff similar to the barbarians "Weapons Master", granting buffs depending on if you're using a 2h with a shield, or without, or a "Sword and Board". (also remove the movement speed debuff)
Change Steed to a charge based skill, similar to the way Dashing Strike works. 2 charges that generate at 1 charge every 10 seconds. (fuck i would even do this for wizard teleports and vault/spirit walk)
Replace the passive "Hold Your Ground" with something else, it should by default be a crusader benefit. Crusaders aren't going to have any* dodge regardless, and a class that is focused towards wearing a shield should have a better innate ability to block anyway.
Fix Shield Bash period.
Dynamic generators depending on what kind of weapon you're using (could tie into the change of heavenly strength mentioned above) if you're using a 2 hander, double the generator value... Crusaders currently are too wrath starved, or have no wrath at all due to the only viable spender (fires of heaven runed Heaven's Fury). Hell even add a simple rune, like most classes have that will give you more wrath on critical hit to make it more viable.

Honestly, there should be a true "Zealot" esque generator that would be used as a single target generator... attack 3x in a row for 75% weapon damage each hit and generate X amount of wrath sort of thing.

There are tons of other flaws like the class being too dependant on crusader specific legendary weapons etc that would need to be addressed but i'm not entirely sure how to compensate things like that.

Either way, some thoughts on what could help the class anyway heh
 

Murked

Bronze Knight of the Realm
388
53
Did 10 core runs last night, ended up with a good Quetzalcoatl and SoJ.




Unless they changed it in 2.0.1 resummoning refreshes the proc cooldown. Grave injustice reduces the gargs summon cooldown, but not the gargs own proc cooldown. So yes, you can have him proc, then resummon him and instantly proc again, then kill mobs with grave injustice on to reduce the resummon cooldown.
Actually you guys are thinking about Restless Giant rune. Wrathful Protector is an activated ability that summons a giant does 575% of your weapon damage as fire for 15s. He hits really hard with some % fire gear and a Jeram's. And yes, the CD is affected by Grave Injustice so in large packs you can basically resummon him as soon as he despawns.
 

Leon

<Silver Donator>
5,669
19,163
Wish i could get my hands on a jeram. Played hard since 2.0 and have yet to see one, sigh.
 

Spark

Golden Knight of the Realm
123
21
Wish i could get my hands on a jeram. Played hard since 2.0 and have yet to see one, sigh.
Same here but I've gotten 3 WD set pieces so far. 2 of them are from the same set/group called Jade Harvester's and apparently there is another called Helltooth.
 

Muligan

Trakanon Raider
3,254
916
I would like to see them change the blood shards and Kadala. I would like to see them change 250 or 500 (something substantial) and allow you a chance at a Legendary or Set armor. Right now, I see no point in Kadala except to get some gear to salvage or sell.
 

an accordion_sl

shitlord
2,162
8
I've been trying to think of ways to improve crusaders, although there are a lot of fundamental flaws, it's hard to think of how exactly fixing them would occur.

The only few things i could think of that are pretty crucial would be:

Change Heavenly Strength to act as a buff similar to the barbarians "Weapons Master", granting buffs depending on if you're using a 2h with a shield, or without, or a "Sword and Board". (also remove the movement speed debuff)
Change Steed to a charge based skill, similar to the way Dashing Strike works. 2 charges that generate at 1 charge every 10 seconds. (fuck i would even do this for wizard teleports and vault/spirit walk)
Replace the passive "Hold Your Ground" with something else, it should by default be a crusader benefit. Crusaders aren't going to have any* dodge regardless, and a class that is focused towards wearing a shield should have a better innate ability to block anyway.
Fix Shield Bash period.
Dynamic generators depending on what kind of weapon you're using (could tie into the change of heavenly strength mentioned above) if you're using a 2 hander, double the generator value... Crusaders currently are too wrath starved, or have no wrath at all due to the only viable spender (fires of heaven runed Heaven's Fury). Hell even add a simple rune, like most classes have that will give you more wrath on critical hit to make it more viable.

Honestly, there should be a true "Zealot" esque generator that would be used as a single target generator... attack 3x in a row for 75% weapon damage each hit and generate X amount of wrath sort of thing.

There are tons of other flaws like the class being too dependant on crusader specific legendary weapons etc that would need to be addressed but i'm not entirely sure how to compensate things like that.

Either way, some thoughts on what could help the class anyway heh
That steed change would be too strong since it's the fastest movement skill, it just needs a way shorter cooldown (like 10 seconds). The biggest flaw of the class is that the spenders have such poor damage in comparison to other classes.

Crusaders currently are too wrath starved, or have no wrath at all due to the only viable spender (fires of heaven runed Heaven's Fury).
What? That's an awful spender for the reason you specified. Best way to do damage currently is lightning hammers with a shitton +lightning.



accordion are you using a 1h for hammers?
No...accordion - Community - Diablo III
Hate that the profiles don't show rerolled stats, but whatevs.
 

Mures

Blackwing Lair Raider
4,014
511
I only agree with the crafting and the elemental affix. The problem with this game is that there's too few affixes per item. If a 4 affix item doesn't have your main stat/crit chance/crit damage (and now the new +%elemental damge), it's absolute trash. It doesn't leave much room for other variety so it all ends up cookie-cutter like. I would love for them to tone down the individual affixes and allow more per item. Remember how D2 items had a whole line up of mods? That was fucking awesome and I'd love to see items in D3 have similar with possibilities of buffing multiple skills (ex. +5% damage to signature spells, +5% to zombie dogs) on a single item to improve variety.

And yeah crafting is too shitty and too expensive
These posts just caught my eye, I don't see the elemental affixes as a problem, I think it is a nice way to tie in character development/permanence that people were looking for. There is nothing stopping you from hoarding other elemental damage bonuses and in some cases you may be able to reroll the elemental type. For example on my dh, even though I'm running fire, I'm also building/saving a lightning set and I have belts/pants for each of my hatred generators.