Diablo 2 thread - Page 63
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The_Templar
your Country52797 Posts
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{CC}StealthBlue
United States41117 Posts
https://us.forums.blizzard.com/en/d2r/t/druid-ww-and-wb-attack-speed-changes/102171 | ||
Timebon3s
Norway601 Posts
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ProMeTheus112
France2027 Posts
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Amui
Canada10567 Posts
On January 28 2022 16:46 Timebon3s wrote: Yeah we are fucked with that change. Hope they fix it but it doesnt sound like they are going to Seems like they just messed it up. The intent was not to nerf lategame shapeshifting. Mostly seems to be an architectural problem they are tackling. Their end goals for the change were(IIRC) to make weapon speed and scaling work like they did for human forms when transformed, and due to various interactions, they didn't quite hit the mark once you included a bunch of attack speed items. Probably going to be fixed once they figure out how to do it without either breaking it in the early game or the lategame. | ||
Timebon3s
Norway601 Posts
I think they rushed the ptr because the Druid attack speed explanation in the patch notes were edited in after they first released them, which is a bit odd | ||
Timebon3s
Norway601 Posts
On January 29 2022 03:54 ProMeTheus112 wrote: Idk I love playing druid, I haven't tested anything on PTR but I definitely remember slowish weapons being sorta underpowered (in comparison to a few other possible picks) when transformed so if it brings better balance between different weapon choices it seems great to me, I can't imagine it just makes druid weak so if it increases choice while making strongest weapons weaker sounds perfect. Idk about pvp. Right now it just makes the Druid weak. And for end game you are absolutely dependent on high attack speed to stay alive, but I agree that it would be nice to have more weapon choices. | ||
Emnjay808
United States10636 Posts
MA Bladesin seems to be the most exciting/rewarding to play. Spam Dragonflight and ur Bladeshield will help proc CTC and kill stragglers. All other changes to classes look really really good too. Almost too good. I set the bar so low that all my expectations are being exceeded lol. Now I just want more content. Seriously. Just changing zones to monster level 85 is not enough but it’s a start. Add density multipliers. AND PLEASE for the love of god don’t add infinite scaling to monsters like how D3 was. That shits boring. Get creative with how aura stacking and curse stacking can make certain mobs scary. I’m speaking in the context of mapping, but I digress. | ||
ProMeTheus112
France2027 Posts
On February 16 2022 03:06 Emnjay808 wrote: I actually took the time to read through the latest patch notes on the PTR. MA Bladesin seems to be the most exciting/rewarding to play. Spam Dragonflight and ur Bladeshield will help proc CTC and kill stragglers. All other changes to classes look really really good too. Almost too good. I set the bar so low that all my expectations are being exceeded lol. Now I just want more content. Seriously. Just changing zones to monster level 85 is not enough but it’s a start. Add density multipliers. AND PLEASE for the love of god don’t add infinite scaling to monsters like how D3 was. That shits boring. Get creative with how aura stacking and curse stacking can make certain mobs scary. I’m speaking in the context of mapping, but I digress. Yea agree. As long as the most simple builds (based on spaming 1 or 2 skills) aren't quite the strongest i like it. Now they reverted the druid change like if the older attack speed formula is faster it will apply instead of the new. Some people think some build types are still weak solo but will see. I always thought the top builds were way too strong and have little chance to die to most lvl 85 things. (Also think running with 8 players is too easy + rewarding). In my opinion it's very important that the endgame is still hard when your character is the strongest, so that it is still challenging and not purely a matter of farming efficiency, rather a game of risk and reward. I'd tend to agree for sure that there is room to do more than the lvl85 areas (really happy about the addition of extra ones though, good bunch more choice of places to go at endgame). I don't know exactly in what form, and I think it's still important for overall balance that the difficulty difference stays nuanced and in small enough incremental steps (one reason is so that everything remains relevant at endgame and not just that one top place: wide endgame). I think there's a lot of possibilities/potential, and it could be in pretty organic / open form. Such as, random stronger monsters roaming whatever areas in the world (any act), perhaps triggered by something. I think in some cases some little nerfs to the strongest builds is good to balance against other types of builds even after these are made a bit stronger. And, trying to strengthen the pvp balance even so that building a character for pvm doesn't necessarily result in weakness in pvp etc. Also, I think it would be great if it was possible to arrange pvp fights between hardcore characters with no death, by agreeing to non deadly fight as another option. Like, if somebody wants to assassinate you they can hostile and try kill you sure, but if you want to just duel someone "not to the death", "friendly fight", and the involved players tick the option you could arrange fights like that, that would be really good i think. [Why? Because players who play HC on a season very likely won't have time to simultaneously build up chars on SC to pvp with, so it'd be nice to be able to engage in pvp more than a few times on HC without risking death everytime huhu] | ||
DeepElemBlues
United States5079 Posts
On February 16 2022 07:45 ProMeTheus112 wrote: Yea agree. As long as the most simple builds (based on spaming 1 or 2 skills) aren't quite the strongest i like it. Now they reverted the druid change like if the older attack speed formula is faster it will apply instead of the new. Some people think some build types are still weak solo but will see. I always thought the top builds were way too strong and have little chance to die to most lvl 85 things. In my opinion it's very important that the endgame is still hard when your character is the strongest, so that it is still challenging and not purely a matter of farming efficiency, rather a game of risk and reward. I'd tend to agree for sure that there is room to do more than the lvl85 areas. I don't know exactly in what form, and I think it's still important for overall balance that the difficulty difference stays nuanced and in small enough incremental steps. I think there's a lot of possibilities/potential, and it could be in pretty organic / open form. Such as, random stronger monsters roaming whatever areas in the world (any act), perhaps triggered by something. I think in some cases some little nerfs to the strongest builds is good to balance against other types of builds even after these are made a bit stronger. And, trying to strengthen the pvp balance even so that building a character for pvm doesn't necessarily result in weakness in pvp etc. One of the pillars of D2 from the very beginning 22 years ago is that eventually you get OP af and just obliterate everything (unless you run into an elite monster and his posse stacking multiple immunities on hell difficulty) and I don't want that to change very much, but making endgame more challenging to some degree I also agree with 100% | ||
ProMeTheus112
France2027 Posts
On February 16 2022 07:49 DeepElemBlues wrote: One of the pillars of D2 from the very beginning 22 years ago is that eventually you get OP af and just obliterate everything (unless you run into an elite monster and his posse stacking multiple immunities on hell difficulty) and I don't want that to change very much, but making endgame more challenging to some degree I also agree with 100% Right, so I would say, if any of the lvl85 areas and other endgame stuff that bring comparable rewards can still potentially be deadly to any lvl85+ char with any gear (while fair and good gameplay depth, avoiding one-shots etc), then I'd say it's great. | ||
DarkMaster_
United States7 Posts
Looks like the Ladder PTR will begin this week, I'm excited. | ||
ProMeTheus112
France2027 Posts
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Chewbacca.
United States3633 Posts
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ProMeTheus112
France2027 Posts
https://news.blizzard.com/en-us/diablo2/23762796/diablo-ii-resurrected-patch-2-4-ptr-ladder-testing-preview-blog#Ladder | ||
Chewbacca.
United States3633 Posts
On March 01 2022 11:54 ProMeTheus112 wrote: There's the latest patchnotes it's pretty interesting, idk about the pvp balance but I think and hope they keep an eye on it and improving it. In my mind weapon switch glitch being out and replaced by some kind of hit recovery diminishing return mechanic just sounds good. https://news.blizzard.com/en-us/diablo2/23762796/diablo-ii-resurrected-patch-2-4-ptr-ladder-testing-preview-blog#Ladder I can understand wanting to get away from a bug (If you can call it that when it has been left in the game for 20 years) that has no explanation in-game and isn't intuitive, but the implementation is poor. My problems with the FHR/WSG changes are.... 1) These are clearly a PvP only focused change when they've completed ignored PvP in every other balance change they've made. I don't see where this affects PvM at all really and I never saw people in the PvP community complaining about WSG. If this is just a change because they think there will be a lot of new players hopping into PvP who will have a disadvantage to older players with the old-school knowledge of WSG, then I'd say the better option is to explain the mechanic to the potential new players, rather than upset the current player base out of hope for new pvp players. 2) Removal of WSG and replacement with an automatic ability is simply a reduction in skill cap. 3) The replacement FHR mechanic changes are either poorly thought out or they are bugged, where there are now instances where you are actually punished for hitting the higher FHR/FCR breakpoints on various abilities, as by having higher FHR you actually introduce yourself to being "locked" more, or with the higher FCR you're actually locking them less. It seems odd to me that you should not be punished for hitting higher FHR/FCR BPs...depending on the spell you're using and the FHR/FCR BP of the opponent. I'll admit that it was always going to be very hard not to have an impact on PvP if their goal was to increase build viability in PvM (Such as summoner druid buffs being a direct buff to Windy PVP). Just really seems weird to me that as far as I can see every other change has been purely designed from a PvM perspective, and then they throw in a single change that had near 0 impact on PvM, but massively changes PvP that nobody seemed to be calling for. | ||
balcinzop
Bahamas2 Posts
User was banned for this post. | ||
Timebon3s
Norway601 Posts
Perhaps another runewords are good as well 😍 | ||
DarkMaster_
United States7 Posts
Such as summoner druid buffs being a direct buff to Windy PVP IMO this isn't as big of a deal as people are making it out to be, GM rules will adapt to these changes and limit the amount of summons Druids can have out, just like how there's rules to limit the amount of absorb you can have. It's really only a factor in pubs and BM PvP, if someone is breaking those rules in GM duels/tournaments then they just get kicked out or BMed back. But yes, the FHR diminishing return changes is very poorly implemented and they need to change it. Nobody should ever be punished for reaching higher FCR/FHR breakpoints. I don't ever see them reinstating WSG though unfortunately. Overall barring some PvP concerns I'm really really excited for this patch. | ||
Chewbacca.
United States3633 Posts
On March 02 2022 10:22 DarkMaster_ wrote: IMO this isn't as big of a deal as people are making it out to be, GM rules will adapt to these changes and limit the amount of summons Druids can have out, just like how there's rules to limit the amount of absorb you can have. It's really only a factor in pubs and BM PvP, if someone is breaking those rules in GM duels/tournaments then they just get kicked out or BMed back. But yes, the FHR diminishing return changes is very poorly implemented and they need to change it. Nobody should ever be punished for reaching higher FCR/FHR breakpoints. I don't ever see them reinstating WSG though unfortunately. Overall barring some PvP concerns I'm really really excited for this patch. Agreed. I still feel bad for those Necro's in pub duels though :D | ||
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