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On June 19 2012 23:43 NEOtheONE wrote:Show nested quote +On June 19 2012 23:39 TheYango wrote:On June 19 2012 23:04 Derrida wrote: what a joke of a patch, nerfing attack speed, nerfing chest runs, and buffing bosses. yeah thanks blizz, what about the thousands of people who got their gear before these changes took effect?
I mean what the fuck is this? "In Inferno difficulty, Siegebreaker will now gain the Reflects Damage affix"
"Hmmm, wizards have it too easy vs. Siegebreaker, WHAT WOULD BE THE EASIEST WAY FOR US TO FIX THIS? OH HERE YOU GO, REFLECT DAMAGE!" Personally, I'm fine wint all the changes. I'm still probably not going to play that much unless they do a reset/introduce ladder though. On June 19 2012 23:37 Doraemon wrote: Mortar monsters can now hurl projectiles farther, but their minimum range has also been increased by 100%
man, serious? lol It's because by design, Mortar was supposed to be an anti-Ranged affix, but in practice, the minimum range was so low that melee got hit just as hard, or even harder because the monsters were almost always spread out enough that while you could be in melee range of one monster, you were in mortar range of every other minion/rare. On June 19 2012 23:39 Derrida wrote:On June 19 2012 23:37 Doraemon wrote: Mortar monsters can now hurl projectiles farther, but their minimum range has also been increased by 100%
man, serious? lol guess they couldn't think of buffing melee's vs mortar without nerfing range classes? You say that like the ranged classes don't need a nerf. You are fine with taking reflect damage on siegebreaker!?!? Reflect damage is the single most annoying affix for ranged (when by itself). Also, giving the Warden fast, desecrator, and molten is some serious bullshit.
Agreed, but it should be fine if Warden's HP is not buffed. He was very squishy.
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so what is the better farm class now? Wizard or is it still DH despite the Nether Tentacle nerf into uselessness?
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All things aside, did they really not test the game with HIGH END gear and different combination of talents? This attack speed, reflect damage, and nether tentacle changes just shows poor game design imho.
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On June 19 2012 23:45 Derrida wrote:Show nested quote +On June 19 2012 23:43 NEOtheONE wrote:On June 19 2012 23:39 TheYango wrote:On June 19 2012 23:04 Derrida wrote: what a joke of a patch, nerfing attack speed, nerfing chest runs, and buffing bosses. yeah thanks blizz, what about the thousands of people who got their gear before these changes took effect?
I mean what the fuck is this? "In Inferno difficulty, Siegebreaker will now gain the Reflects Damage affix"
"Hmmm, wizards have it too easy vs. Siegebreaker, WHAT WOULD BE THE EASIEST WAY FOR US TO FIX THIS? OH HERE YOU GO, REFLECT DAMAGE!" Personally, I'm fine wint all the changes. I'm still probably not going to play that much unless they do a reset/introduce ladder though. On June 19 2012 23:37 Doraemon wrote: Mortar monsters can now hurl projectiles farther, but their minimum range has also been increased by 100%
man, serious? lol It's because by design, Mortar was supposed to be an anti-Ranged affix, but in practice, the minimum range was so low that melee got hit just as hard, or even harder because the monsters were almost always spread out enough that while you could be in melee range of one monster, you were in mortar range of every other minion/rare. On June 19 2012 23:39 Derrida wrote:On June 19 2012 23:37 Doraemon wrote: Mortar monsters can now hurl projectiles farther, but their minimum range has also been increased by 100%
man, serious? lol guess they couldn't think of buffing melee's vs mortar without nerfing range classes? You say that like the ranged classes don't need a nerf. You are fine with taking reflect damage on siegebreaker!?!? Reflect damage is the single most annoying affix for ranged (when by itself). Also, giving the Warden fast, desecrator, and molten is some serious bullshit. Agreed, but it should be fine if his HP is not buffed. He was very squishy.
Yeah, that was the only saving grace about this. I've been starting him by laying caltrops already, so I guess now they are mandatory instead of something I just do.
And on the note of caltrops, I do understand that the Jagged rune was bugged. I watched the butcher lose 1/3 of his HP just by walking through my caltrops and I couldn't help but think that can't be right.
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On June 19 2012 23:45 TheYango wrote:Show nested quote +On June 19 2012 23:43 Derrida wrote:On June 19 2012 23:39 TheYango wrote: You say that like the ranged classes don't need a nerf. Not vs. mortar they don't in my opinion. Meh, Mortar's not really that bad unless it's paired with a CC affix (Vortex or Jailer), and even then, the change won't make a difference for Ranged, because the range extension is going to be outside of Vortex/Jailer range. Show nested quote +On June 19 2012 23:43 NEOtheONE wrote: You are fine with taking reflect damage on siegebreaker!?!? Reflect damage is the single most annoying affix for ranged (when by itself).
Reflects Damage punishes ranged classes who do not prepare alternate pieces of life on hit gear to fight them. The combined gold cost of having both a normal set, and alternate life on hit pieces for fighting Reflects Damage is still probably lower than the cost required for melees to progress similar content.
I can imagine this already:
Mortar now reaches so far that you can't even hit them offscreen, but if you go closer to deal damage, get hit by jailer/vortex.
Or the mortar guy just has fast then, lol. 25% movespeed or reload.
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I guess I am not playing D3 anymore, or rolling a new character, maybe time to play My HC barb. (i have DH) They nerfed every peice of gear I have and then buffed every enemy I kill. seige breaker will now be undoable.
I hated glass cannon style but it was the only way to play demonhunter, now it seems I will have to try and switch 100% of my gear to a more tank style which is dissapointing. Also sad that they could change IAS on every item but not fix it on my Boj anglers or Inna's fury.
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On June 19 2012 23:49 daemir wrote:Show nested quote +On June 19 2012 23:45 TheYango wrote:On June 19 2012 23:43 Derrida wrote:On June 19 2012 23:39 TheYango wrote: You say that like the ranged classes don't need a nerf. Not vs. mortar they don't in my opinion. Meh, Mortar's not really that bad unless it's paired with a CC affix (Vortex or Jailer), and even then, the change won't make a difference for Ranged, because the range extension is going to be outside of Vortex/Jailer range. On June 19 2012 23:43 NEOtheONE wrote: You are fine with taking reflect damage on siegebreaker!?!? Reflect damage is the single most annoying affix for ranged (when by itself).
Reflects Damage punishes ranged classes who do not prepare alternate pieces of life on hit gear to fight them. The combined gold cost of having both a normal set, and alternate life on hit pieces for fighting Reflects Damage is still probably lower than the cost required for melees to progress similar content. I can imagine this already: Mortar now reaches so far that you can't even hit them offscreen, but if you go closer to deal damage, get hit by jailer/vortex. Or the mortar guy just has fast then, lol. 25% movespeed or reload.
Well, as you were already borderline getting hit offscreen before they made it worse. Now you will for sure.
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On June 19 2012 23:39 TheYango wrote:Show nested quote +On June 19 2012 23:04 Derrida wrote: what a joke of a patch, nerfing attack speed, nerfing chest runs, and buffing bosses. yeah thanks blizz, what about the thousands of people who got their gear before these changes took effect?
I mean what the fuck is this? "In Inferno difficulty, Siegebreaker will now gain the Reflects Damage affix"
"Hmmm, wizards have it too easy vs. Siegebreaker, WHAT WOULD BE THE EASIEST WAY FOR US TO FIX THIS? OH HERE YOU GO, REFLECT DAMAGE!" Personally, I'm fine wint all the changes. I'm still probably not going to play that much unless they do a reset/introduce ladder though. Show nested quote +On June 19 2012 23:37 Doraemon wrote: Mortar monsters can now hurl projectiles farther, but their minimum range has also been increased by 100%
man, serious? lol It's because by design, Mortar was supposed to be an anti-Ranged affix, but in practice, the minimum range was so low that melee got hit just as hard, or even harder because the monsters were almost always spread out enough that while you could be in melee range of one monster, you were in mortar range of every other minion/rare. Show nested quote +On June 19 2012 23:39 Derrida wrote:On June 19 2012 23:37 Doraemon wrote: Mortar monsters can now hurl projectiles farther, but their minimum range has also been increased by 100%
man, serious? lol guess they couldn't think of buffing melee's vs mortar without nerfing range classes? You say that like the ranged classes don't need a nerf.
ahhh. i read mortar as 100% increase in minimum damage and went WTFFFF. getting late here! but good to see it was range and not damage
would be interested to see the actual damage reduction from act2-4
my wiz can clean out a butcher run pretty quickly, but struggling a bit to do gnom runs. now that there is a chance to get i63 in act1 i'm tempted to go back there. what you guys think?
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On June 19 2012 23:37 Doraemon wrote: Mortar monsters can now hurl projectiles farther, but their minimum range has also been increased by 100%
man, serious? lol
That's how mortars work in real life, very long range but can't hit anything too close.
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United States47024 Posts
I don't see how anyone can have a problem with Reflects Damage on Siegebreaker. Without it, Siegebreaker is virtually a completly non-interactive encounter for ranged--unless you somehow let yourself get hit by his charge, there is absolutely no chance of ever taking damage on him in reasonable situations.
He was essentially a fat treasure goblin that dropped bonus rares for Neph stacks, and didn't time out if you didn't kill him fast enough.
With Reflects Damage and Enrage, he's at least a gear check, which, while far from being interesting, is still a massive improvement.
EDIT: Fast or Teleporter might have been more interesting than Reflects Damage, but also would look really weird in game.
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You've clearly never played a ranged or with a ranged since reflect damage is the worse affix for them. They basically kill themselves in like 5 seconds.
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On June 19 2012 23:52 Krowser wrote:Show nested quote +On June 19 2012 23:37 Doraemon wrote: Mortar monsters can now hurl projectiles farther, but their minimum range has also been increased by 100%
man, serious? lol That's how mortars work in real life, very long range but can't hit anything too close.
yah. sorry. i misread the 100% as min damage increase instead of min range. makes sense now.
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On June 19 2012 23:52 TheYango wrote: I don't see how anyone can have a problem with Reflects Damage on Siegebreaker. Without it, Siegebreaker is virtually a completly non-interactive encounter for ranged--unless you somehow let yourself get hit by his charge, there is absolutely no chance of ever taking damage on him in reasonable situations.
He was essentially a fat treasure goblin that dropped bonus rares for Neph stacks, and didn't time out if you didn't kill him fast enough.
With Reflects Damage and Enrage, he's at least a gear check, which, while far from being interesting, is still a massive improvement.
Yea, it's funny with him, IF you ever took damage as ranged from him (on inferno), it meant reload >_> coz you just got 1 hit.
So now it's reflect damage with a time limit, I guess hp/S is the new goto stat o/ I mean, you couldn't dps the bastard as wizard with pretty much anything but hydra/blizzard + the very occasional signature/orb after he charged.
Oh and Siegebreaker is quite fast as it is, don't give him fast affix for god's sake :x At what point should the wizard then even pretend to dps it? Then it would certainly be 100% hydra to kill it.
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United States47024 Posts
On June 19 2012 23:55 skyR wrote: You've clearly never played a ranged or with a ranged since reflect damage is the worse affix for them. They basically kill themselves in like 5 seconds. I've been doing Siegebreaker runs on my Wizard for like a week now. I've had trouble with Reflects Damage, but I assumed it was just a gearing issue due to not having an alternate LoH set to mitigate Reflects Damage, seeing as that's what I've seen more geared Wizards do and not have as much issue with it.
On June 19 2012 23:49 kanada wrote: I guess I am not playing D3 anymore, or rolling a new character, maybe time to play My HC barb. (i have DH) They nerfed every peice of gear I have and then buffed every enemy I kill. seige breaker will now be undoable.
I hated glass cannon style but it was the only way to play demonhunter, now it seems I will have to try and switch 100% of my gear to a more tank style which is dissapointing. Also sad that they could change IAS on every item but not fix it on my Boj anglers or Inna's fury. Who cares about Siegebreaker. A1/A2 will be way more efficient to farm with the drop rate buffs anyway.
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The people who complain about Reflect Damage on the Siegebreaker are probably mostly those low armor/def/hp glass canons that farm Lootbreaker like no morning, the people that are supposed to be hit by this very change.
None of us Barbarians etc. will feel bad for you guys having to get at least some resistance now.
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On June 19 2012 23:55 skyR wrote: You've clearly never played a ranged or with a ranged since reflect damage is the worse affix for them. They basically kill themselves in like 5 seconds. I heal myself on reflect mobs. Maybe try getting heal gear?
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That's because reflects damage is not a reasonable affix for ranged classes. Same goes for fast and teleporter. The latter two are even stupid against melee when they have fire chains as well.
The biggest issue for ranged against reflect damage is that LoH is pretty much useless against any other mob or affix. That means you need a completely different gear set for just that one affix.
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On June 19 2012 23:59 Na_Dann_Ma_GoGo wrote: The people who complain about Reflect Damage on the Siegebreaker are probably mostly those low armor/def/hp glass canons that farm Lootbreaker like no morning, the people that are supposed to be hit by this very change.
None of us Barbarians etc. will feel bad for you guys having to get at least some resistance now.
Yes, wizards are really known for not building resistances or armor..wait what? The most common way to build is to get a good chunk of all res/armor to ensure that force armor functions.
My wiz that certainly is not greatly geared, but not a total new at lvl 60 either, as in I can do a siegebreaker run although it's far from being fast, has 400 all res and 4k armor and 30k hp. 35k dps with magic weapon. Reflect damage slaughters me, since I can't really afford gear filled with all awesome tertiary stats like LoH or hp/S in great amounts. Running with Templar for the hp/s bonus and all his heals and the pot cooldown is mighty darn long on any reflect damage pack.
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On June 19 2012 23:59 Yaotzin wrote:Show nested quote +On June 19 2012 23:55 skyR wrote: You've clearly never played a ranged or with a ranged since reflect damage is the worse affix for them. They basically kill themselves in like 5 seconds. I heal myself on reflect mobs. Maybe try getting heal gear?
You have to sack alot of dps for life on hit as a demon hunter to deal with reflect ( switching a 1300 dps wep for a 700 one with 800 LOH for instance ) without the normal burst during ss rotation. If you are gonna use LOH weapon you need one under like 800 DPS so you dont outdamage the heal. Reflect is still a pain to deal with as a demon hunter lol
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