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[Phantom]
Mexico2170 Posts
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evilfatsh1t
Australia8614 Posts
On July 20 2023 03:15 [Phantom] wrote: So… I ended up purchasing Diablo 4 a couple of days ago… maybe should have waited ![]() rookie mistake. im holding out for at least 6 months | ||
Ciaus_Dronu
South Africa1848 Posts
On July 20 2023 03:39 evilfatsh1t wrote: rookie mistake. im holding out for at least 6 months Wise move, am doing the same. On a side note: Season 28 of D3 is the most fun I've had with the game. Did all the speed conquests, and the Altar of Rites makes all the Adventure mode activities (rifts, grifts and bounties anyway) way more rewarding than usual. | ||
Manit0u
Poland17237 Posts
Lack of challenge I know that Act Man in his now famous "D4 is a bad game" video brought it up but he didn't really provide specifics. In D2 you had certain "WTF" moments where you had to consider your approach to the game. Not really power spikes but just challenges you have to overcome in order to progress the campaign. I don't even mean the hell difficulty or anything like that, consider this: 1. Act 1, normal difficulty: You have to tackle the Blood Raven for the first time (I know nowadays for people who know the game inside out it's a walk in the park). You meet a boss that attacks at range, hits like a truck, has lifesteal and keeps rising zombies to swarm you/shield herself. This happens when you're level 4-6 with shit gear and barely any skills. 2. Rakanishu. You meet your first lightning-enchanted enemy that can hurt you as you hurt it (often times he'll hurt you more than you hurt him). 3. Andariel. Even after all of Act I you're not really expecting this big ass monster to go at you, especially with all the poison and such. I mean, even as simple thing as going from Blood Moor (first zone out of starting town) to the Cold Plains (second zone) and getting charged by spearwomen who roam in packs and you don't kill them in 1 hit can be terrifying. That's just Act I. Don't even get me started on stuff like Duriel (I wonder if there's a single player in the world who managed to survive his first ever encounter with him - assuming pre-internet days when you went into games blind). The game kept challenging you all the time, presenting problems to solve and overcome. I will never forget my first playthrough as minion necro, where the game was a cakewalk until normal Diablo who simply deleted your minions. It took me like 2 hours to kill him, first teleporting back to Act I to kill some weak mobs for more skellies, then just trying to summon clay golem over and over again until finally (took me 20+ deaths) figuring out that I can stand in a corner where his abilities can't reach me and just spamming level 1 bone spirit (homing missiles FTW) and teleporting back to town to get more mana potions until he was dead. 15 years later I remember more details about this one particular fight in D2 than anything I did in D4... Boring story D4 story is such a mess... Going through the campaign felt like a big chore with chunks of it being completely meaningless. It really surprised me because there's a good story there, it's just told in a terrible way. The best two elements of the story (and world in general) are super under-utilized. 1. Nafain and the Amalgam of Rage - fuck me sideways, I'll take stories like this in my Diablo games every day of the week. Unfrotunately most people won't even know what this is and everything about it is brilliant: a) new and awesome area b) interesting characters c) really dark stuff Except for the fact that it's never really built up and never mentioned later so it feels more like a side quest than key part of the main story that it is. 2. The Tree of Whispers - fuck me sideways twice! More of the dark occult stuff that's actually innovative and interesting? Pity I had no idea it was coming, no one mentioned it earlier, no one knew where we were going (although it's revealed that characters around you knew about it) and it just shows up all of a sudden as some magical MacGuffin to never be mentioned again later. Another major point of the story, and major thing location/lore-wise that feels more like a side quest than part of the main story. WTF?! Really, If D4 gave me less of a campaign but more of the stuff like the two mentioned above I'd be overjoyed. As it is it just feels like really good parts were butchered and sacrificed just to pad the game with lots of meaningless stuff to artificially make it longer and have "more content." There are kernels of greatness buried under the mountain of mediocrity and blandness. Sadly I don't really trust the Blizzard of today to get it right on track ![]() | ||
Manit0u
Poland17237 Posts
The delicious tears of meta-gamers... But I guess not everything is as bad as it seems: And the actual best take on the patch and the reasoning behind all the nerfs: 3 completely different opinions ![]() | ||
Turbovolver
Australia2384 Posts
On July 19 2023 21:57 Archeon wrote: I mean people feel that way cause it was the way to build. If you nerf the top outliers you tend to make others more viable. Like on the one hand we have a video of a guy who says that all the more common barb uniques are trash cause their mods aren't the 5? good ones, and people call classes trash that don't have easy access to vulnerable because vulnerable amp is a mandatory way to build, on the other hand people cry wolf if Blizzard nerfs the top outliers and tries to change the meta. At this point I'm halfways convinced that the fanbase is just being toxic for no reason, they don't want change, they want outrage. You're not wrong about this, but I think it's kinda separate to where I was going with my post. I think it's good to try to balance things so vuln and friends aren't the be all and end all, and so yeah it's dumb when people just interpret a patch as "I chased the old meta and now the meta changed, this sucks" which you see a lot of. But okay, so let's math out the damage bucket system and the nerfs applied to it. You get say, pre-nerf, +100% damage, +100% vulnerable and +100% crit. So that gives you 2 * 2 * 2 = 800% increased damage (on critting a vulnerable enemy). Roughly, because there's also the extra damage from vulnerable itself but whatever. Now post-nerf, those first two get reduced by 30% and the first gets increased by 25%. So now you have 2.25 * 1.7 * 1.7 = 650% increased damage. Which is still considerably higher than I would get if I replace all my nerfed vulnerable and crit stuff with pure damage stuff - in that case my 70%'s become 125% but go in the same bucket, and we have 4.75 * 1 * 1 = 475% increased damage. Of course, when you consider needing to apply vulnerable and land a crit, maybe 475% increased damage as a guarantee actually sounds better. But the higher you can make the modifiers, the more benefit you will see from splitting across buckets as compared to sticking it together in one bucket: If all mods are 200% instead of 100%: Pre-nerf: 3 * 3 * 3 = 2700% increase using buckets, versus 7 * 1 * 1 = 700% increase when stacking mods Post-nerf: 3.5 * 2.4 * 2.4 = 2016% increase using buckets, versus 8.5 * 1 * 1 = 850% increase when stacking mods If all mods are 50% instead of 100%: Pre-nerf: 1.5 * 1.5 * 1.5 = 338% increase using buckets, versus 2.5 * 1 * 1 = 250% increase when stacking mods Post-nerf: 1.75 * 1.35 * 1.35 = 318% increase using buckets, versus 3.25 * 1 * 1 = 325% increase when stacking mods So pre-nerf, bucket spreading is just always better assuming similar levels of mods between each group. Post-nerf, we have that early game (lower levels of mods) you are punished for using vulnerable as a mechanic instead of just stacking more +% damage that has the buffed numbers. Late game (high levels of mods) it's still as stupidly ridiculous as it was before. I don't consider this a very good fix at all? At best it's a fix that works for current numbers in the game but is liable to break if the modifier amounts that are available change up or down. | ||
Manit0u
Poland17237 Posts
IMO it's more of a business decision than a game decision, overcomplicating things and spreading it out to confuse and bewilder people. This is a common practice in many gacha-style and other money-grab games where you have like a thousand interwoven systems using vague terminology that serve no other purpose than prey on people who aren't savvy or interested enough to actually dig into this. I'm also really surprised at people being surprised by such drastic patches. The game is seasonal in nature and it's pretty obvious they'll look at the most commonly used thing to clear high end content and swap it around every season so that people are forced to try new stuff. This obviously mostly affects hardcore gamers and min-maxers who're looking to optimize their gameplay and push for some ridiculous goals with S-tier builds. If you want to just enjoy the game then I suggest settling for an A or B-tier build as those probably won't be affected as much. As it stands I plan to play season 1 a bit, as in probably cap out around level 60 as I see no reason to go any further than that for myself. For me it's pretty much just a "been there, done that" stuff for the launch (which I'm not even terribly excited to do) and after that I'll probably leave D4 for about a year or so to see how it evolves and if I want to return to it at all. | ||
uummpaa
238 Posts
On July 20 2023 07:44 Manit0u wrote: I've just had a very interesting discussion with a fellow Diablo fan over beers. A lot of points were brought up that rarely show up in the content creator's videos and such so I thought I'd share them (aside from the usual stuff about items being shit and stuff). I'll leave D1 out of this to not move too far into the past. I will also leave D3 out of this which is an excellent game but a very poor Diablo game. So focus will be mostly on D2. Lack of challenge ... There are kernels of greatness buried under the mountain of mediocrity and blandness. Sadly I don't really trust the Blizzard of today to get it right on track ![]() thats a really good point, Duriel in particular is a core gaming memory for an entire generation, those difficulty spikes add A LOT to the overall feel of a game and D2 (also D1 with the Butcher f.e.), i didnt realize it until now that D3s story did miss a major roadblock like this (at least Malthael was somewhat of a challange at the start) i will disagree on the story though, D2s story wasnt that great, act 1-3 is just "go there and stop Diablo from doing the thing, Whoops, hes in an other continent" in Acts 2 and 3 you even had to build a comlicated MacGuffin to get to the place only for Diablo and friends to just bypass it without any further explanation (and no signs ingame before you reached the cutscene). even playing back then i remember being annoyed by that. and the characters in ANY diablo game since D1 were forgetable at best imho, even Deckard Cain might be iconic, but thats more to his great voiceacting as to the things he does/says. D3 did actually improve a little on that by having a concise thread throught acts 1-4 with additional information unfolding and even a plottwist. but the main story was never the main creator of the world, in all diablo games the little quests and things on the side you could discover made the world, so i actually think D4 did a decent job there, i was just hoping that the open world thing would enable even more of those neat side quests. main story and charcters in D4 dont do anything for me either though, a little more effort there would be nice or at least a clear path on whats going on there | ||
uummpaa
238 Posts
On July 20 2023 10:09 Turbovolver wrote: Yeah, but the way the different damage "buckets" compound multiplicatively means that at the top end where you have large multipliers for each, even those nerfs are insufficient to prevent the optimal build still being one that tries to get strong multipliers in as many buckets as possible. That's my feeling but I won't pretend to have mathed it out, MrLlamaSC says the same in his video (but is also going off feel). Really this seems like an awkward bandaid fix to the underlying issue being that multiplying the damage modifiers can get silly. I presume this was done because changing the damage formula would involve retuning huge swaths of the game (and presumably similar for issues like resistances basically being useless). I mean people feel that way cause it was the way to build. If you nerf the top outliers you tend to make others more viable. ... So pre-nerf, bucket spreading is just always better assuming similar levels of mods between each group. Post-nerf, we have that early game (lower levels of mods) you are punished for using vulnerable as a mechanic instead of just stacking more +% damage that has the buffed numbers. Late game (high levels of mods) it's still as stupidly ridiculous as it was before. I don't consider this a very good fix at all? At best it's a fix that works for current numbers in the game but is liable to break if the modifier amounts that are available change up or down.[/QUOTE] thanks for doing the math there. kinda wild that this kind of problem wasnt thought of when designing the game on a fundamental lvl, because now it seems difficult to fix it. but i know making a game is a very complex undertaking so oversight may happen. but that further adds to my conviction that the nerf the current thing is not the way to go, especially when talking about an ARPG. all it does is FORCING players to start all over again, not encouraging trying out new stuff. i thought aspects are a neat way of introducing new ways to play (and not in a 10000% more damage way like D3 did), and if i have a good time in the game, i WANT to play the new build. casual players were always the main base of any ARPG, and why not let them have an easy build to plow through mobs after a hard day at work? with the constant nerfing/buffing, all they will do is going to the usual suspects, look up the "best build for season 243" guide and do just that. D3 introduced leaderboards by set/aspect whatever, so even the "competitive" guys arent at a disadvantage there. and just in case, no i didnt play any meta builds myself, i in fact knew i will be doing a werebear druid the second i knew it was a thing and thats my only charcter so far. i personally never look up any guides (or other stuff from content creators for that matter), cause finding out that stuff myself is the fun for me in games like this. on the other hand i know that i am not the target audiance with that approch, but my point is that any change that makes casual play more miserable is not a very good one for the game | ||
Laurens
Belgium4537 Posts
On July 20 2023 03:15 [Phantom] wrote: So… I ended up purchasing Diablo 4 a couple of days ago… maybe should have waited ![]() I disagree. If you didn't play the game pre-patch, then you won't know what got nerfed. The biggest 'victims' are people who are at like lvl 60 in a certain build that just got gutted. They have to find new gear, change skills, new paragon boards, etc. The worst thing for you is that you can't get boosted but if you weren't even planning on that, just start playing the game and see if you like it. If you follow an icyveins build though, make sure you find a post-patch one ![]() | ||
Manit0u
Poland17237 Posts
On July 20 2023 15:56 uummpaa wrote: thats a really good point, Duriel in particular is a core gaming memory for an entire generation, those difficulty spikes add A LOT to the overall feel of a game and D2 (also D1 with the Butcher f.e.), i didnt realize it until now that D3s story did miss a major roadblock like this (at least Malthael was somewhat of a challange at the start) I'm really surprised they don't do more of that in later titles. In my opinion it's a brilliant way of introducing new mechanics and stuff. It's way more impactful when you get to see a certain mechanic on a boss that potentially even kills you so you have to rethink your approach than just random monsters. Great example of that is Rakanishu in D2. You see a fallen boss and you think it's going to be a walk in the park since the little cowardly buggers weren't much of a challenge up to this point. You hit him and it turns out he's lightning enchanted and you'll die if you're not careful (or if you were overeager in attacking him). I think most bosses in D4 aren't memorable because inherently their challenge isn't that much different from regular mobs. Boss is basically a mob with a lot of hp and the floor is now lava so you actually pay more attention to the floor than the boss itself. | ||
WombaT
Northern Ireland24454 Posts
On July 20 2023 07:44 Manit0u wrote: I've just had a very interesting discussion with a fellow Diablo fan over beers. A lot of points were brought up that rarely show up in the content creator's videos and such so I thought I'd share them (aside from the usual stuff about items being shit and stuff). I'll leave D1 out of this to not move too far into the past. I will also leave D3 out of this which is an excellent game but a very poor Diablo game. So focus will be mostly on D2. Lack of challenge I know that Act Man in his now famous "D4 is a bad game" video brought it up but he didn't really provide specifics. In D2 you had certain "WTF" moments where you had to consider your approach to the game. Not really power spikes but just challenges you have to overcome in order to progress the campaign. I don't even mean the hell difficulty or anything like that, consider this: 1. Act 1, normal difficulty: You have to tackle the Blood Raven for the first time (I know nowadays for people who know the game inside out it's a walk in the park). You meet a boss that attacks at range, hits like a truck, has lifesteal and keeps rising zombies to swarm you/shield herself. This happens when you're level 4-6 with shit gear and barely any skills. 2. Rakanishu. You meet your first lightning-enchanted enemy that can hurt you as you hurt it (often times he'll hurt you more than you hurt him). 3. Andariel. Even after all of Act I you're not really expecting this big ass monster to go at you, especially with all the poison and such. I mean, even as simple thing as going from Blood Moor (first zone out of starting town) to the Cold Plains (second zone) and getting charged by spearwomen who roam in packs and you don't kill them in 1 hit can be terrifying. That's just Act I. Don't even get me started on stuff like Duriel (I wonder if there's a single player in the world who managed to survive his first ever encounter with him - assuming pre-internet days when you went into games blind). The game kept challenging you all the time, presenting problems to solve and overcome. I will never forget my first playthrough as minion necro, where the game was a cakewalk until normal Diablo who simply deleted your minions. It took me like 2 hours to kill him, first teleporting back to Act I to kill some weak mobs for more skellies, then just trying to summon clay golem over and over again until finally (took me 20+ deaths) figuring out that I can stand in a corner where his abilities can't reach me and just spamming level 1 bone spirit (homing missiles FTW) and teleporting back to town to get more mana potions until he was dead. 15 years later I remember more details about this one particular fight in D2 than anything I did in D4... Boring story D4 story is such a mess... Going through the campaign felt like a big chore with chunks of it being completely meaningless. It really surprised me because there's a good story there, it's just told in a terrible way. The best two elements of the story (and world in general) are super under-utilized. 1. Nafain and the Amalgam of Rage - fuck me sideways, I'll take stories like this in my Diablo games every day of the week. Unfrotunately most people won't even know what this is and everything about it is brilliant: a) new and awesome area b) interesting characters c) really dark stuff Except for the fact that it's never really built up and never mentioned later so it feels more like a side quest than key part of the main story that it is. 2. The Tree of Whispers - fuck me sideways twice! More of the dark occult stuff that's actually innovative and interesting? Pity I had no idea it was coming, no one mentioned it earlier, no one knew where we were going (although it's revealed that characters around you knew about it) and it just shows up all of a sudden as some magical MacGuffin to never be mentioned again later. Another major point of the story, and major thing location/lore-wise that feels more like a side quest than part of the main story. WTF?! Really, If D4 gave me less of a campaign but more of the stuff like the two mentioned above I'd be overjoyed. As it is it just feels like really good parts were butchered and sacrificed just to pad the game with lots of meaningless stuff to artificially make it longer and have "more content." There are kernels of greatness buried under the mountain of mediocrity and blandness. Sadly I don't really trust the Blizzard of today to get it right on track ![]() Oh dear Lord getting flashbacks of me and my brother on LAN getting our fucking arses kicked by Bremm Sparkfist over and over in Mephisto’s lair I guess it’s part getting older and getting better at games, it’s tricky to build something that is still challenging without being cheap, plus is fair to people who haven’t played in 20+ years Plus as a casual, play through a few times with various classes kind of Diablo fan, it seems a lot of people just prefer the optimise/cleanly wipe everything/loot kind of loop anyways | ||
Manit0u
Poland17237 Posts
On July 20 2023 19:10 WombaT wrote: Plus as a casual, play through a few times with various classes kind of Diablo fan, it seems a lot of people just prefer the optimise/cleanly wipe everything/loot kind of loop anyways There's nothing wrong with doing more action approach in your ARPG (as D3 shows). I think the biggest problem with D4 is that it's trying to do too many things at once and ends up not getting any of them right. 1. You have your over the top blazingly fast combat. 2. Loot system, mechanics and progression designed for action gear treadmill and "Go! Go! Go!" rush mentality. 3. Dark story that shouldn't really be rushed. 4. Systems put in place to facilitate playing with others. 5. Core gameplay designed around running solo. 6. Big open world that should be a joy to explore but it's actually rather empty. 7. Pushing everyone towards the dungeons (again, why have this big open world then?). As you can see there's plenty of stuff that's actually contradicting each other. How dark they made the world and story isn't really suited for fast paced game, for it to work it should be slow and methodical so that people have the time for the dread to sink in. Also, all this story, world design etc. for a game where people just blow past everything in seconds without having a reason to pause and take in the environments, NPCs etc. Could've just made it so you start on Hell's precipice as humanity is going to battle evil with Inarius leading them. Have simple story and just delve deeper and deeper into Hell as one huge dungeon, slaying everything in your path. It's a pity to see this really. There's a lot of potential either way you go with it but apparently they had no idea where to take the game, tried to play it safe and do something for everyone which resulted in this mess. It's been proven a long time ago that if something does everything it doesn't really do anything. I'd much prefer it if they just chose one path to go with and stick with it, producing probably a great game for the chosen style even if it wouldn't be what I really wanted. That's why I'm not really interested in pushing end game in D4. For this style of play D3 does it infinitely better and when it comes to dark and oppresive atmosphere D1 and D2 have it beat. I'll just play a few classes for a bit just to enjoy the visuals but my heart isn't really in it and I'm sad and disappointed. | ||
Miles_Edgeworth
United States140 Posts
On July 20 2023 07:44 Manit0u wrote: 1. Act 1, normal difficulty: You have to tackle the Blood Raven for the first time (I know nowadays for people who know the game inside out it's a walk in the park). You meet a boss that attacks at range, hits like a truck, has lifesteal and keeps rising zombies to swarm you/shield herself. This happens when you're level 4-6 with shit gear and barely any skills. 2. Rakanishu. You meet your first lightning-enchanted enemy that can hurt you as you hurt it (often times he'll hurt you more than you hurt him). 3. Andariel. Even after all of Act I you're not really expecting this big ass monster to go at you, especially with all the poison and such. I mean, even as simple thing as going from Blood Moor (first zone out of starting town) to the Cold Plains (second zone) and getting charged by spearwomen who roam in packs and you don't kill them in 1 hit can be terrifying. That's just Act I. Don't even get me started on stuff like Duriel (I wonder if there's a single player in the world who managed to survive his first ever encounter with him - assuming pre-internet days when you went into games blind). You didn't even mention the real killer in Act 1, Coldcrow =) | ||
andrewlt
United States7702 Posts
On July 20 2023 15:56 uummpaa wrote: thats a really good point, Duriel in particular is a core gaming memory for an entire generation, those difficulty spikes add A LOT to the overall feel of a game and D2 (also D1 with the Butcher f.e.), i didnt realize it until now that D3s story did miss a major roadblock like this (at least Malthael was somewhat of a challange at the start) Duriel was more notorious for being cheap than anything. He could kill you before your pc finishes loading his lair and many of us had to play on dial-up. He was extremely difficult for ranged chars unless your sorc has blaze (forgot what the Amazon did). Not sure when you played D3 but Belial and Diablo were really difficult at release, especially Belial. And D4 doesn't have any because there are 15 stronghold bosses and who knows how many story bosses. Just too many for any of them to be memorable. After D2, D3, 8 years playing WoW, there's nothing drastically new for me anymore. And devs have moved difficult encounters away from one cheap ability towards multi-phase fights. The multi-phase fights provide a fairer challenge but none of the phases end up as memorable. | ||
DarkPlasmaBall
United States44052 Posts
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BluemoonSC
SoCal8908 Posts
that all being said this patch is atrocious for numerous reasons but i think it would have been more well received if it wasn't the very first seasonal patch after an EXTREMELY brief pre-season. the vast majority of players never got to feel powerful, and playing a lvl100 build to test out the changes completely ignores the journey to 100, which was made more difficult and tedious with the patch. i was willing to give blizzard the benefit of the doubt at launch, but i am no longer on the fence and won't be playing this season. | ||
Archeon
3253 Posts
That being said especially D2 act 1 has some of the best monster design of any ARPG imo. How killing a fallen paves the way to the summoner is imo just brilliant and depending on enemy groups target priority changed. I vastly prefer this over the 'move out of the big red circle or coming animation' in all the chaos, D2 was a lot about manipulating mobs position and not just your own which modern ARPGs are sadly lacking. I also think the D4 story is pretty good overall and most of the side quest stories are great. It's just the pathing that is atrocious. I agree that the game wants too many things at once and as a result falls a bit short of everything though. On July 20 2023 10:09 Turbovolver wrote: You're not wrong about this, but I think it's kinda separate to where I was going with my post. I think it's good to try to balance things so vuln and friends aren't the be all and end all, and so yeah it's dumb when people just interpret a patch as "I chased the old meta and now the meta changed, this sucks" which you see a lot of. But okay, so let's math out the damage bucket system and the nerfs applied to it. You get say, pre-nerf, +100% damage, +100% vulnerable and +100% crit. So that gives you 2 * 2 * 2 = 800% increased damage (on critting a vulnerable enemy). Roughly, because there's also the extra damage from vulnerable itself but whatever. Now post-nerf, those first two get reduced by 30% and the first gets increased by 25%. So now you have 2.25 * 1.7 * 1.7 = 650% increased damage. Which is still considerably higher than I would get if I replace all my nerfed vulnerable and crit stuff with pure damage stuff - in that case my 70%'s become 125% but go in the same bucket, and we have 4.75 * 1 * 1 = 475% increased damage. Of course, when you consider needing to apply vulnerable and land a crit, maybe 475% increased damage as a guarantee actually sounds better. But the higher you can make the modifiers, the more benefit you will see from splitting across buckets as compared to sticking it together in one bucket: If all mods are 200% instead of 100%: Pre-nerf: 3 * 3 * 3 = 2700% increase using buckets, versus 7 * 1 * 1 = 700% increase when stacking mods Post-nerf: 3.5 * 2.4 * 2.4 = 2016% increase using buckets, versus 8.5 * 1 * 1 = 850% increase when stacking mods If all mods are 50% instead of 100%: Pre-nerf: 1.5 * 1.5 * 1.5 = 338% increase using buckets, versus 2.5 * 1 * 1 = 250% increase when stacking mods Post-nerf: 1.75 * 1.35 * 1.35 = 318% increase using buckets, versus 3.25 * 1 * 1 = 325% increase when stacking mods So pre-nerf, bucket spreading is just always better assuming similar levels of mods between each group. Post-nerf, we have that early game (lower levels of mods) you are punished for using vulnerable as a mechanic instead of just stacking more +% damage that has the buffed numbers. Late game (high levels of mods) it's still as stupidly ridiculous as it was before. I don't consider this a very good fix at all? At best it's a fix that works for current numbers in the game but is liable to break if the modifier amounts that are available change up or down. Perfectly fair, but the +% damage early on was always better than early crit f.e. cause you couldn't amp the chance high enough. The point when it changes is just later now. Obviously buckets are going to remain a thing post nerf and I believe that is by design. That being said they are going to be less valuable, which in turn means you can somewhat compensate by going other mods or amping another bucket up. Getting effective crit, effective vulnerable and damage amp up to the same level is always going to be ideal, but a sorc is going to be less screwed if she doesn't build vulnerable if stacking vulnerable to high level is going to be harder overall and may compensate by amping up other buckets.. | ||
Manit0u
Poland17237 Posts
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Laurens
Belgium4537 Posts
I logged on and got 12 paragon points, and quickly completed the last 2 zones as well! Now there is unfortunately not that much left to do except endlessly grind Nightmare dungeons, but I suppose that's what ARPGs are like. | ||
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