It's kind of sad how quickly D3 died after the drop rate buff was made permanent, but I think the bigger changed that really made gearing too easy was allowing Kadala to drop Torment-only (basically set) items.
At least with improved legendary drops, people were encouraged to play the game. But drops are still wildly random, and it would be difficult to guess how long it would take to see a specific item. With Kadala, things like RIF (and level 1 T6 RIF, briefly) are efficient because you can target a specific slot to chase. Cuting out 11 non-relevant slots basically improves drop rates by 12x. That's incredible.
Both buffs combined meant everyone got to a comfortable gear ceiling in a matter of weeks.
I guess they're efficient in theory, but to date I've yet to get any "Torment-only" legs or sets through Kadala. I'd wager the drop rates are still very low.It's kind of sad how quickly D3 died after the drop rate buff was made permanent, but I think the bigger changed that really made gearing too easy was allowing Kadala to drop Torment-only (basically set) items.
At least with improved legendary drops, people were encouraged to play the game. But drops are still wildly random, and it would be difficult to guess how long it would take to see a specific item. With Kadala, things like RIF (and level 1 T6 RIF, briefly) are efficient because you can target a specific slot to chase. Cuting out 11 non-relevant slots basically improves drop rates by 12x. That's incredible.
Both buffs combined meant everyone got to a comfortable gear ceiling in a matter of weeks.
It's kind of sad how quickly D3 died after the drop rate buff was made permanent, but I think the bigger changed that really made gearing too easy was allowing Kadala to drop Torment-only (basically set) items.
At least with improved legendary drops, people were encouraged to play the game. But drops are still wildly random, and it would be difficult to guess how long it would take to see a specific item. With Kadala, things like RIF (and level 1 T6 RIF, briefly) are efficient because you can target a specific slot to chase. Cuting out 11 non-relevant slots basically improves drop rates by 12x. That's incredible.
Both buffs combined meant everyone got to a comfortable gear ceiling in a matter of weeks.
The Kadala thing is truth. Its pretty easy for someone who is a hardcore grinder.
Also have the people who quit been culled? LFG if room
The Kadala thing is truth. Its pretty easy for someone who is a hardcore grinder.
Also have the people who quit been culled? LFG if room
CM Nevalistis said:We've seen a ton of feedback lately about the relative power levels between classes, and it seems a good time to explain a bit behind our philosophy of where we'd like to see each class go from here.
The Witch Doctor is currently very strong. That is awesome, and we're happy to hear Witch Doctor players are having a blast with their characters and that players who have never considered playing the Witch Doctor before are giving it a whirl.
The Witch Doctor's current level of power comes largely from the powerful items they have available. Ideally, we'd like all classes to have fun and powerful item builds and that means taking a look at what equipment is available. This is something we’re actively pursuing, and while some of the other classes are almost there, others have some additional room for growth. We've already mentioned some of the upcoming Monk set changes we have on the way, but they aren't the only class we’re keeping a watchful eye on. Ultimately, we'd like to strive for a place where each class has an equal crack at end game success, especially with Seasons and Tiered Rifts on the near horizon. It’s likely each class will accomplish that in different ways, because they are inherently so different from one another, and that’s okay!
Allow me to caveat the above with the fact we won't get there overnight. This is an overarching development goal, and a continuing journey rather than a destination. Our work is never truly done, especially because we have every intention of continuing to make awesome items. On our way through this ongoing process, we appreciate your feedback.
Gives the impression that they're happy with WD and aim to create similarly powerful item-based builds for other classes,
People gotta remember patches are a godsend when player numbers dip, especially when the big one drops.
http://us.battle.net/d3/en/forum/topic/13077107623#3
Gives the impression that they're happy with WD and aim to create similarly powerful item-based builds for other classes,
Gives the impression that they're happy with WD and aim to create similarly powerful item-based builds for other classes,
Pretty much this. 2.1 is going to be pretty huge.
If monk gets to WD level it will shit all over all the other classes because of how fun monk is to play. RIP everyone else.
Don't do this to yourself
Also there should be combinations of items that make you not want to use your class' set, that end game seems pretty boring to me. Stuff that synergizes but in not so readily apparent ways. Creativity
I hope they take a long look at Barbarian items. There is only one single mighty weapon with an orange effect that actually changes an ability and it's a 2 handed weapon so no one cares. Then there is also only 2 mighty belts with orange effects and while both are nice they aren't build changing or anything, plus I'd rather wear Harrington. In fact really the only orange item with an effect that changes barbarian in a big way is Luts but that is only if you have the entire leap quake set.
It's pretty depressing to be honest, I never get excited when I see mighty weapons or mighty belts drop.
If monk gets to WD level it will shit all over all the other classes because of how fun monk is to play. RIP everyone else.
The charm helm is honestly BIS for T6 barbs.
It's not very fun or interesting, though.
I feel like this is going to be a big problem in the long run for crusaders. Most of the class sets at least force you to do a very specific build, but, the crusader set only really requires you to give up one skill slot. Right now I don't see much of a reason you'd ever want to not wear the pieces. Especially when all the build changing type crusader items are tied to weapon slots.
If monk gets to WD level it will shit all over all the other classes because of how fun monk is to play. RIP everyone else.
It really comes down to the items not being up to par. WD has a number of them that have tangible power jumps to them and its obvious from just the item description.You instantly know that those items are awesome, no need to fudge around with the math of it
I feel like this is going to be a big problem in the long run for crusaders. Most of the class sets at least force you to do a very specific build, but, the crusader set only really requires you to give up one skill slot. Right now I don't see much of a reason you'd ever want to not wear the pieces. Especially when all the build changing type crusader items are tied to weapon slots.
Pants, shoulders, chests and belts need more class specific effects. Shoulders especially. There's nothing to look forward to when you see one of those drop and the beam isn't green.
Anybody know where I can pick up RoS for under say 25 bucks?
It's kind of sad how quickly D3 died after the drop rate buff was made permanent, but I think the bigger changed that really made gearing too easy was allowing Kadala to drop Torment-only (basically set) items.
At least with improved legendary drops, people were encouraged to play the game. But drops are still wildly random, and it would be difficult to guess how long it would take to see a specific item. With Kadala, things like RIF (and level 1 T6 RIF, briefly) are efficient because you can target a specific slot to chase. Cuting out 11 non-relevant slots basically improves drop rates by 12x. That's incredible.
Both buffs combined meant everyone got to a comfortable gear ceiling in a matter of weeks.
Monks needs a set like this:
Set item with 4 set bonus:
-Cast 2 additional bells when using the bell skill.
Set item with 6 set bonus:
-Exploding Palm hits all enemies within 15meters radius.
Monk
Momentum (Passive)
Previously: Moving 25 yards increases your damage by 15% for 4 seconds
Now: Moving 30 yards increases your damage by 20% for 6 seconds
Fixed a bug where Pillar of the Ancients impeded player movement
Barbarian
Changed durations for leap and earthquake animations
Items
Increased the drop chances for following items. Their assigned rarity value has been increased from 50 to 100 (lower being rarer) – same value as the Blackthorne’s set items
Classic class sets (Natalya, Immortal King’s, Tal Rasha’s, Inna’s, Zunimasa’s)
Expansion class sets (Raekor’s, Marauders, Firebird, Seven storms, Akkhan, Helltooth)
Expansion theme sets (Jade Harvester’s, Monkey King’s Garb (Sunwuko), Vyr’s, Shadow’s, Earth)
Expansion neutral sets (Invoker’s)
Drop rates for Istvan's Paired Blades and Bastions of Will have not been modified
Monkey King's Garb
4 set bonus:
Previously: Spending 75 Spirit causes a decoy to spawn that taunts nearby enemies and then explodes for 100%weapon damage as Holy.
Now: Spending 75 Spirit causes a decoy to spawn that taunts nearby enemies and then explodes for 1600% weapon damage as Holy.
Decoy taunt radius decreased from 20 to 15 meters
Decoy explosion delay decreased from 1 to 0.5 seconds
Raiment of a Thousand Storms
6 set bonus:
Previously: Whenever you teleport to an enemy, release Lightning at all nearby enemies for 100% weapon damage.
Now: Whenever you cast dashing strike, release Lightning at all nearby enemies for 3000% weapon damage.
Damage radius decreased from 20 to 15 meters
Crafting
Requirement for unique legendary crafting material (i.e. Essence of the Twin Seas) has been removed for crafted legendary / set items.
These crafting materials can be sold to vendors for 50,000 (yes 50K) gold each
Adjusted reagent requirements (set items require more Death’s Breaths; weapons no longer need Death’s Breath to craft)
Game mechanics
Plague
Now takes 6 seconds to fully stack
UI
Added elemental damage is now shown on skill tooltips
Blacksmith
Now only requires gold for training level 11 & 12
Jeweler
Now only requires gold for training level 12
Crafting thing seems weird, but, the rest of it doesn't look too unbelievable I guess.
Rare mats the way they are now force you into playing the game in a tedious and boring fashion.
Using more Death's breath for crafting just keeps you running bounties and rifts, which is how they want you to play the game.
Wait is that the patch that's supposed to hit today? I'm seeing a very minor bug fix patch on the client.
If that's the 'fix' for Monk sets I'm really disappointed