Friday, 21 February 2014

Why can't all the 'no effect' legendaries be designed as well as Magefist?



In a few of the recent streams the developers have said that they:
  1. Would love for every legendary to have a unique effect but that this wasn't possible due to time constraints.
  2. Are happy with the current 'no effect' legendaries because they'll likely be an upgrade for players as they can roll higher property values.
The first point is understandable, however I take issue with the second point. There are a ton of 'no effect' legendaries that are out-right terrible for no good reason. Example:
Aquila Cuirass (lvl 60)
  • 220 main stat
  • 200 vit
  • 400 armor
  • 150 life regen
There is nothing legendary about this at all. None of the stats are rolling higher than normal (bug?), and even if they did it would not be competitive with a standard rare with int, vit, resist and most importantly 3 sockets (which is equivalent to 150+ all resist). The developers have stated that they 'mandatory socket' problem can be overcome with enchanting - which is ridiculous in the case. You would be expected to break down multiple legendaries just for a chance to make this 'legendary' comparable to a rare.
Compare that legendary with:
Magefist (lvl 60)
  • Fire skills deal 15-20% more damage
  • 300-500 main stat
  • Attack Speed Increased by 5-6%
  • 2 random primary properties
This is one of the most popular legendaries in the PTR/Beta. Why?
  • Property that is not available on other gear in this slot (% Fire skills)
  • Guaranteed high main stat roll (much higher than rares)
  • One guaranteed 'mandatory' roll for the slot (Attack Speed)
Basically, even if your 2 random primary properties are terrible this glove will be better than almost any rare if you're using a Fire skill. Developer time required to make this, excluding the art? Zero. All it requires is placing the pre-existing % Fire skills property onto a glove where it normally doesn't roll.
Now lets apply the same design logic to the Aquila Cuirass:
New Aquila Cuirass (lvl 60)
  • Reduces cooldown of all skills by 15%
  • 300-500 main stat
  • 2-3 sockets
  • 2 random primary properties
Instantly more interesting, and potentially a BiS item for players that are designing a cooldown based build.

Does anyone else find this as frustrating as I do? I'm still very much looking forward to RoS but it just feels like a lot of the legendaries have so much wasted potential for what amounts to very little developer time required.

Wednesday, 19 February 2014

Some new WD items from ROS!



Hi folks! I've been playing WD on ROS since I got the closed beta and I wanted to show off some items that I've found. Some of them have been major game changers for me. Here is my live profile if you are interested:http://us.battle.net/d3/en/profile/zooski-1657/

I plan to write up a longer post of my beta experiences in the future, but I just thought people would like to see these sooner rather than later. Here is the full album:


New visage:



Got poor stats on it and didn't get to re-roll it before the new patch, so I never really bothered using it.

Interesting new knife:



This knife is great because it makes using spiders way more appealing.
Here is a picture of the web that it makes: http://i.imgur.com/B10qiii (Disregard the build...was just testing stuff)

Here are two items from the new 'DoT' set: http://i.imgur.com/HwwmLfZ & http://imgur.com/BdVju8f

That last bonus on the set will be insane. I really would like to find some more pieces and the ring that reduces set requirements.

New helm:



This helm looks like it will pair up well with the gloves that give attack speed to pets. It may finally be the item that makes full pets builds viable.

And finally, my favorite:



This bonus is beastly...haunt just absolutely shreds stuff with half duration.

There are quite a few items I have that i didn't have time to upload and there are a ton of items out there that I still want to find, but I thought I would at least share some of the best I've found so far.

Right now my WD plays T3 solo and in pubs. I have about 900k damage and 7.5 million toughness. I used lumbering cold until the recent nerf, and now I am using a haunt/locust swarm build based off of the new helm.

I'd like to get the pet attack speed gloves to do some more testing with a pet build. This helm makes pet damage actually noticeable for once.

Despite the recent nerfs, it seems like WD is still is really strong class in ROS. There are a lot of interesting build possibilities and I'm really interesting to see some of theorycrafting on release.

Tuesday, 11 February 2014

Everything you need to be ready for Reaper of Souls



Reaper of Souls is launching in less than two months, and there are several things that you can do to get yourself ready today.

Reaper of Souls main website

Game Changes
A lot is changing with Reaper of Souls; so much so that it would be impossible to include everything in this post. Here is a quick run-down of the major changes you can expect:
  • Paragon 2.0 - Paragon levels are account wide instead of character specific. Each paragon level gives you a point to place in an attribute category. More info here here.
  • Loot 2.0 - Loot is receiving a massive overhaul. Stat rolls on items are being tightened (75-100 vs 1-100) to make more items potentially good for you. Legendaries are receiving unique, build changing attributes. A new Smart Drop system is implemented to make more items that drop relevant to the class you are playing. Drop rates have been scaled back (quality over quantity) to stop the flood of mostly-useless items. Legendaries are also Bind on Account, but can be traded to friends who are within the same game as you when the item drops. There is a 2 hour time limit for the item to be traded, after which it is bound to you.
  • Enchanting - Through the Mystic you are able to re-roll one stat on an item to a potentially different stat. You can alway pick the original stat if the other options presented are worse.
  • Transmogrification - Also through the Mystic, you can change the appearance of your items to that of others, similar to how it is done in World of Warcraft. Rare item skins are unlocked as the Mystic is leveled up. Legendary item skills are unlocked when you identify the Legendary. More info about the Mystic can be found here.
  • Adventure Mode - This is a new mode, separate from Campaign mode, that allows players to freely travel around the world, killing whatever monsters they want. Bounties are optional side-quests that grant bonus rewards for completing them. Nephalem Rifts are completely randomized dungeons with random enemies and random effects that spawn a random boss at the end, creating a unique experience and the chance for some epic loot! You can read more about Adventure mode here.

Wednesday, 5 February 2014

A plea for the Witch Doctor.


I have to only hope that the Witch Doctor is still receiving tuning passes and skill changes from this point on. I’ll try to keep my thoughts short and sweet as best I can, but there really is a large amount of text that could be said to explain my ideas.

This post is about the base WD experience I’m sure there are tons of awesome legendaries that greatly improve upon some of these issues. However, none of the other classes (IMO) require legendaries to feel like their basic abilities and skills work they just improve upon them or make them work in an amazingly powerful way.

Mana

Mana as a resource is failing to live up to the idea behind it. I’m not saying it requires scrapping it or even changing affixes (such as mana on crit). However, the idea I have heard from blues is that in comparison to arcane power it is supposed to be a slow charging but high impact resource. Arcane power lets you “spam” powers but mana requires thought and precision to have the best rewards.

A couple of incidental points, I assume that all the classes are capable of pushing their DPS the same ways outside of legendary affixes. All classes stack the same amount of main stat, crit, crit damage, IAS etc. The only differences are minor (off-hand vs dual wielding) and passives/powers

• All the other classes have passives and skills that let them stack lots of + damage through various means.

• Witch doctors have two passives. Gruesome Fest which requires health globes, and pierce the veil which drastically increases the cost of spells.

• With so few options in passives to increase damage we would assume that our spells do significant damage so when they are cast it is a big deal and we have to make due when we go OOM as it slowly regenerates.

• Again based off the assumption that everyone has comparable stats outside of passives and skills (and legendry effects) weapon damage on a skill is fairly comparable between classes as a way to gauge comparable power. This point is a bit simplistic due to lots of variables and resource differences, but that requires much more in depth comparisons of individual skills.

• Two of the WD’s skills are fairly high in comparison to other classes, but only two. Zombie Bears and Cloud of Bats. Is it coincidence that those are the two most highly used skills?

• This is especially more evident for single target spells like haunt, spirit barrage, and the non-bear version of zombie charger.

TL/DR: The WD’s skills need to do high damage to be worthwhile to use your precious slow regenerating mana supply on.

Skills

Currently the WD has the least amount of viable skills in the game of all the classes. There are two high damage AoE attacks for the WD and one medium damage spell; zombie (bear) charger and fire bats being high damage and “risky”, while acid cloud is lower damage but easier to use. Of those, there is one or two runes on each that make the rest basically pointless. I could probably type thousands of words going over each skill discussing ideas to make them better and more enjoyable. I won’t do that and instead focus on the flavor and fantasy that isn’t succeeding for the WD at this time.

DoTs. They are a flavorful part of the witch doctor. The idea of cursing and/or poisoning your enemies and giggling as they try to claw their way past your defenses should be a highlight of the WD.

• Locust swarm, is a great spell but it requires a little bit of risk to get started you have to run up to the enemies and get close. It should be highly rewarding to do so, but it currently spreads so slowly without pestilence half the enemies can die before it gets to them. Make pestilence baseline to increase rune variety and perhaps replace it with a rune that increases damage the enemies take by 10%.

• Haunt, needs to have some sort of additional oomph to make it worth using. Its damage is low and single target. Either the haunted enemy should deal some sort of AoE (small range) or perhaps make it a ghost you summon that periodically haunts enemies for you, or drastically up the damage. The fact you spend 200 mana for what amounts to slightly more than 200% weapon damage per second on a single target is laughable compared to what EVERY OTHER damaging skill the WD has (except zombie dogs of course). Sure it’s a fire and forget it spell, but having to fire it off several times makes it a massive drain on mana and time, why cast haunt when zombie bears is more effective in every way.

• Fire bats, Cloud of bats damage makes all the other runes rather pointless. Though the new vampire bats rune is interesting, potentially making it fit in nicely with a dot build spam dots and channel that while your mana refills. Please, please, PLEASE reduce the cost of the dire bats to just 75 mana. It made a great kiting ranged attack at one time, far better than spirit barrage. Having to channel it to keep the cost reasonable kills this option.

• Fire bomb, Remove Flash Fire’s damage reduction (or at least reduce it) for each bounce. It is an easy skill to use, but since it no longer has an AoE component hitting 6 targets hardly seems OP especially when splinters is now doing 140% damage x3. Alternatively let it keep a small AoE and keep the damage reduction.

• Spirit barrage, is just pointless… it is basically a ranged channel spell that hits one target… it requires the mana return rune to make this not just a total joke. Make it at least on par with arcane torrent small AoE and higher damage. Alternatively, you have a ground AoE dot that does about 133% weapon damage a second with the phantasm rune making it a smaller and with no cooldown grasp of the dead. Decent rune, but still why use this over acid cloud the damage is about the same but without the kick that acid cloud provides and a smaller radius.

• Grasp of the dead, why-oh-why does this skill have a cooldown? limit the number you can place if need be. The damage is laughable without groping eels and even then is barely over 100% weapon damage a second. Compare to blizzard, even spirit barrage-phantasm, this is just such a waste of a cool concept and possibly useful spell.

TL/DR: several skills really need a niche and competitive damage to make them enticing and increase build options for the WD.

Pets

A lot has been said about pets for the WD already. I only really have two things to say.

• Make them have the passive/active feature of DH’s and Monk’s. This is the coolest change to pets in Diablo and solves the issue the devs have of a pet class just sitting there doing nothing… they are pressing buttons and using the pets abilities with timing and skill makes it far more engaging. This also would help with the general squishiness of the pets making them have a short cooldown when they die or something.

• Sacrifice, remove the cooldown on zombie dogs, to make the previous change not wonky. Add a cooldown to sacrifice make all the cooldown reduction skills and affixes affect sacrifice instead. Note in my opinion if you choose this route increase the damage on sacrifice, it is just pathetic for the amount of skills and passives and gear needed to make it work well.

Alternatively, at 185% weapon damage each even with five dogs at most that’s LESS(!) damage than zombie bears (assuming all three hit the same target)… with two skills and two passives needed. Just ditch the cooldown all together and let all WDs sacrifice their way into victory… another active and interesting way to make pet builds fun yet effective. Make blowing up the dogs put a short cooldown on their active skill if need be to make it a more engaging choice.

TL/DR: Pets can be fun and active at the same time allowing for interesting builds that differ greatly from other classes and letting WDs be the “pet” class in diablo 3.

This is long enough, but I could go on… (so many skills with long cooldowns that feel underwhelming…) please implement some or all of these changes, or hell find other ways to improve the class, but please, please, PLEASE! Make the WD the standout enjoyable class it should be…

I was doing bounties and leveling my monk and stumbled upon Dane Bright, the shirtless child merchant who loves to collect orange and green books it seems :)

He can be found in the Northern Highlands, not sure how rare he is. I found him in the southern corner but a little searching showed he can be in other parts of the Northern Highlands as well. If you find him, go do a couple of bounties and then visit him again, he keeps rolling new plans to sell. Happy hunting!

Dane currently only shows up for people in the RoS beta, and will always show up somewhere in the Northern Highlands zone while playing adventure mode. As others have mentioned he is most likely just a temporary measure at speeding up the acquisition of plans.