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Ill go first:
Spirit should be nerfed to +1 all skills
Call To Arms should get Battle Command OR Battle Orders but not both.
Spirit should be nerfed to +1 all skills
Call To Arms should get Battle Command OR Battle Orders but not both.
Can be used to make Runewords:
Ill go first:
Spirit should be nerfed to +1 all skills
Call To Arms should get Battle Command OR Battle Orders but not both.
Spirit should be nerfed to +1 all skills
Call To Arms should get Battle Command OR Battle Orders but not both.
I hate to say it but the -15% to Flame Wave for Locks. Its awesome but WAY too op
HI. Please explain your logic though.
I will give some comments. I understand you want to nerf casters, but +1 Spirit is basically an inferior Lidless Wall. And nerfing CTA will not bring much. There are tons of people that use second account to buff themselves with Max level cries anyway. Think of it as a quality of life thing
I will give some comments. I understand you want to nerf casters, but +1 Spirit is basically an inferior Lidless Wall. And nerfing CTA will not bring much. There are tons of people that use second account to buff themselves with Max level cries anyway. Think of it as a quality of life thing
Add mob curse that can
1-remove all your buffs completely
2- temporary strip you of all your + skill item bonuses.
3- temporary invert your +skill to -(minus) skill.
4 mob skill that will multiple damage depending on amount of buffs/auras given player have.
5- weakening curse that will reduce player stats
1-remove all your buffs completely
2- temporary strip you of all your + skill item bonuses.
3- temporary invert your +skill to -(minus) skill.
4 mob skill that will multiple damage depending on amount of buffs/auras given player have.
5- weakening curse that will reduce player stats
Agreed with Spirit. I donāt know how that thing ever got past balancing testing. Itās just absurd for how easy it is to get.Lemzodistber wrote: 13 hours agoIll go first:
Spirit should be nerfed to +1 all skills
Call To Arms should get Battle Command OR Battle Orders but not both.
Or even make Spirit only work for weapons! And Iād say rebalance it to roll +1 or +2. With maybe +2 being a 20% chance.
But yeah, Spirit is the most broken single item out there.
- Remove +1 Teleport from Enigma.
- Add a unique ring that gives +1 Teleport (O-Skill) and both else.
- Add a unique ring that gives +1 Teleport (O-Skill) and both else.
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I also have 100+ crafted amulets (from cheap to gg) on D2R SCNL. Let me know what you are looking for.
I also have 100+ crafted amulets (from cheap to gg) on D2R SCNL. Let me know what you are looking for.
Spirit shouldn't be nerfed by the +1 skills, it shld need a higher level rune, and/or we need another viable shield for it.
Having the ability to have Spirit in a weapon and shield to double wield it is also kinda busted. Maybe dual wield Spirit swords, but you can only have a sword or a shield equipped at the same time. This would open up a lot more of Wizardspike and Spectral Shard for example.
What's crazy to me is when theory crafting (my fav part of the game) Spirit Shield is often BiS for every class. Barb and Sin aside. That really shouldn't be thing and its such a low level runeword to carry you to lvl 99 as BiS.
Idk, it defo needs a look at, but there's a lot of other things I'm sure needs a look at before Spirit.
As far as Enigma...
Enigma is expensive and you can't use it until lvl 65 anyway, when tbh I'm still using a Teleport Staff. Enigma is a QoL for end game that just tosses the TP staff so you can actually have a viable weapon swap. I think Enigma is fine.
Having Teleport on a ring is insanely more broken than Enigma.
As far as CTA getting one or the other... why? J/w.
Having the ability to have Spirit in a weapon and shield to double wield it is also kinda busted. Maybe dual wield Spirit swords, but you can only have a sword or a shield equipped at the same time. This would open up a lot more of Wizardspike and Spectral Shard for example.
What's crazy to me is when theory crafting (my fav part of the game) Spirit Shield is often BiS for every class. Barb and Sin aside. That really shouldn't be thing and its such a low level runeword to carry you to lvl 99 as BiS.
Idk, it defo needs a look at, but there's a lot of other things I'm sure needs a look at before Spirit.
As far as Enigma...
Enigma is expensive and you can't use it until lvl 65 anyway, when tbh I'm still using a Teleport Staff. Enigma is a QoL for end game that just tosses the TP staff so you can actually have a viable weapon swap. I think Enigma is fine.
Having Teleport on a ring is insanely more broken than Enigma.
As far as CTA getting one or the other... why? J/w.
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Absolutely! Enigma is so stupidly OP that there is simply no incentive to get anything else for 95% chars out there. Granted, it's not cheap, but 'somehow' people have so many Jahs and Bers lying around, so everyone and their grandmother end up with Enigmas.
Nerfing torch an Anni. Both are must haves because how OP they are.
Skiller GCs are already a must in most builds and they give 1 tree skill. Large charm with +3 skills and all res and attributes. A tad too much. We'd still be farming keys and torches at the same rates with only 1 to skills.
Small charms with 5 al res and 20 life are top notch. Even the worst Annihilus beats this and gives another skill and extra xp. Well, at least you have to trigger a world event for this, so I kind of get that it needs to be OP.
Skiller GCs are already a must in most builds and they give 1 tree skill. Large charm with +3 skills and all res and attributes. A tad too much. We'd still be farming keys and torches at the same rates with only 1 to skills.
Small charms with 5 al res and 20 life are top notch. Even the worst Annihilus beats this and gives another skill and extra xp. Well, at least you have to trigger a world event for this, so I kind of get that it needs to be OP.
Looking for a cheap Cure on D2R HCNL? I got some!
I also have 100+ crafted amulets (from cheap to gg) on D2R SCNL. Let me know what you are looking for.
I also have 100+ crafted amulets (from cheap to gg) on D2R SCNL. Let me know what you are looking for.
I'm inclined to say that for anyone who actually wants this game to be/remain stable, healthy and good, no "correct" balance change is ever unpopular. Even if it does end up nerfing one of your own builds.
That includes - first and foremost - the warlock changes coming up (which might still fall short for multiple builds tbh).
It would include an adjustment to Mosaic, not introducing some new, nerfed alternative in ladder but actually changing all of the existing mosaics to something more balanced to bring non-ladder ones back in line as well. (Or leaving Mosaic as is but accounting for it via class/skill changes, same thing).
Basically, proper, balanced nerfs to outliers at the very top end. Plus proper, balanced buffs to outliers at the bottom end.
The ones that would offer far more potential to be unpopular - in my opinion - are those that are also up for debate with regards to whether or not they would be correct and that go beyond a simple question of balance. Nerfing Enigma/removing Teleport for example has a fair few folks supporting it and countless folks against it. It'd inherently be a massive shift in power dynamics between classes so has clear balance implications that would need to be considered.
But beyond that, more importantly, it completely changes the nature of endgame D2 and slows it down dramatically for any (current) Enigma build. That then isn't just a question of class/build/item balance anymore but a question of overall gameplay and design as it'd completely unravel 20some years of "high speed endgame".
That includes - first and foremost - the warlock changes coming up (which might still fall short for multiple builds tbh).
It would include an adjustment to Mosaic, not introducing some new, nerfed alternative in ladder but actually changing all of the existing mosaics to something more balanced to bring non-ladder ones back in line as well. (Or leaving Mosaic as is but accounting for it via class/skill changes, same thing).
Basically, proper, balanced nerfs to outliers at the very top end. Plus proper, balanced buffs to outliers at the bottom end.
The ones that would offer far more potential to be unpopular - in my opinion - are those that are also up for debate with regards to whether or not they would be correct and that go beyond a simple question of balance. Nerfing Enigma/removing Teleport for example has a fair few folks supporting it and countless folks against it. It'd inherently be a massive shift in power dynamics between classes so has clear balance implications that would need to be considered.
But beyond that, more importantly, it completely changes the nature of endgame D2 and slows it down dramatically for any (current) Enigma build. That then isn't just a question of class/build/item balance anymore but a question of overall gameplay and design as it'd completely unravel 20some years of "high speed endgame".
OP
Oh yeah for sure. Mosaic should be nerfed to like 20% chance to not Consume charges or the 50% made to not stack.
Warlocks should not get both 2 handed weapons in 1 hand and also the ability to use ethereal weapons.
For Teleport, I think giving it like 10x the mana cost should work.
Blizzard in general should have been way more cautious with oskills and auras on items, but that's been too badly designed for too long. Especially aura items on mercs.
Also in general I think characters are too easily made unconstrained by resources. Even without Insight which at least has the trade off of losing Infinity or something.
Warlocks should not get both 2 handed weapons in 1 hand and also the ability to use ethereal weapons.
For Teleport, I think giving it like 10x the mana cost should work.
Blizzard in general should have been way more cautious with oskills and auras on items, but that's been too badly designed for too long. Especially aura items on mercs.
Also in general I think characters are too easily made unconstrained by resources. Even without Insight which at least has the trade off of losing Infinity or something.
Nerf Teleport. Not Enigma, Teleport - nerfing Enigma would make Sorceress the only viable character. She already dominates early ladder because of tele.
It should work like Blade Warp - not through walls, and with some cooldown.
It should work like Blade Warp - not through walls, and with some cooldown.
Haha. Yeah, my first thought was Spirit. I think anytime you have one item that is the ONLY choice, that probably could be tweaked. Things that are required, don't mean there is much thought put into your choices.
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Spirit shouldnt be nerfed, the trade off between + all skills and + to a particular skill needs to be a finer line.
Ofc nobody cares about + 2, 3 to whatever, when + 2 to everything exists, and is relativelt easy to get.
We need more + 5, + 8, to a particular skill. or even better, we need uniques that actually modify skills in interesting ways. If we had + 4 to particular skill, or a one hand that lets you have a second bound demon... then Spirit
looks much less dominating, and its auto-slot is less apparent
Ofc, gear swapping to maintain all differebt buffs would need to be stopped, but thats shiuld probbaly happen anyway.
note: Spirit on the shield giving resists, I
think is fair to tweek. And, potions ( full rejuv) are also too strong, for their cheap cost. They need a cooldown, or to be nerfed massivaley. They did an okay job with + all resists, massively higher single element resist + 70 %, and + max resist are interesring trade offs. I think those items are too rare, and should be more xommon, and have more acceaaible runeworss... but for resists its the right kind of idea.
Another path, is we need a spellcasting analogue to crushing blow. + Spirit is king vecause theres literally no alternative for casters, they only have + all skills
Ofc nobody cares about + 2, 3 to whatever, when + 2 to everything exists, and is relativelt easy to get.
We need more + 5, + 8, to a particular skill. or even better, we need uniques that actually modify skills in interesting ways. If we had + 4 to particular skill, or a one hand that lets you have a second bound demon... then Spirit
looks much less dominating, and its auto-slot is less apparent
Ofc, gear swapping to maintain all differebt buffs would need to be stopped, but thats shiuld probbaly happen anyway.
note: Spirit on the shield giving resists, I
think is fair to tweek. And, potions ( full rejuv) are also too strong, for their cheap cost. They need a cooldown, or to be nerfed massivaley. They did an okay job with + all resists, massively higher single element resist + 70 %, and + max resist are interesring trade offs. I think those items are too rare, and should be more xommon, and have more acceaaible runeworss... but for resists its the right kind of idea.
Another path, is we need a spellcasting analogue to crushing blow. + Spirit is king vecause theres literally no alternative for casters, they only have + all skills
Nerfing both likelihood and intensity of intrusive thoughts indicating that there would be a "correct" balance change if only the world was listening to me 
But seriously spoken, I think, apart from fixing bugs/exploits, they should rather focus on adding more viable gear or new synergies etc. This would also have the desirable effect of increasing build diversity - but without the downside of potentially destroying game styles that few/some/many might love very much.
But seriously spoken, I think, apart from fixing bugs/exploits, they should rather focus on adding more viable gear or new synergies etc. This would also have the desirable effect of increasing build diversity - but without the downside of potentially destroying game styles that few/some/many might love very much.
Not just nerfs really 
CTA is mostly whatever : P it is overrated imo. I'd rather them not split it, because that would just make prebuffing longer
Spirit should definitely use at least Ohm to be made
Mosaic should be deleted
Most runewords can be buffed though (especially Wind, Eternity for example)
Enigma should no longer have +1 to Teleport (each class needs a skill like Blade Warp instead)
Grief should be nerfed (but most other melee runewords need a buff) - generally melee chars, and bowazons are in the dust at the moment
Warlock should use Pierce mechanic (same as bowazon) with echo strike - its just unfair that bowazon needs to stack Pierce, and for the warlock it just works out of the box
Warlock echo damage should be nerfed to ~30% of what it is currently, and mana use should go up 2-3 times. Life/mana leech can still proc off all the blades though, so it would require any skill to play : P You would need to make sure they all target something, so it would be necessary to herd mobs or try to target bosses correctly
Bonus to attack rating should be removed from warlock sets, or nerfed to be capped at ~20%; its far too easy to stack 10k+ attack rating compared to other melee classes
Quivers ( Arrows, Bolts) need magical/rare/unique variants to buff bowazon
Whirlwind needs a buff
Most unique items need a buff
etc etc, probably much more
CTA is mostly whatever : P it is overrated imo. I'd rather them not split it, because that would just make prebuffing longer
Spirit should definitely use at least Ohm to be made
Mosaic should be deleted
Most runewords can be buffed though (especially Wind, Eternity for example)
Enigma should no longer have +1 to Teleport (each class needs a skill like Blade Warp instead)
Grief should be nerfed (but most other melee runewords need a buff) - generally melee chars, and bowazons are in the dust at the moment
Warlock should use Pierce mechanic (same as bowazon) with echo strike - its just unfair that bowazon needs to stack Pierce, and for the warlock it just works out of the box
Warlock echo damage should be nerfed to ~30% of what it is currently, and mana use should go up 2-3 times. Life/mana leech can still proc off all the blades though, so it would require any skill to play : P You would need to make sure they all target something, so it would be necessary to herd mobs or try to target bosses correctly
Bonus to attack rating should be removed from warlock sets, or nerfed to be capped at ~20%; its far too easy to stack 10k+ attack rating compared to other melee classes
Quivers ( Arrows, Bolts) need magical/rare/unique variants to buff bowazon
Whirlwind needs a buff
Most unique items need a buff
etc etc, probably much more
Just add me on bnet, and ping me if you like my offer 
I will be on the other side of the force : nerf nothing but things that make some builds a bit too crazy (here, Mosaic for sins... but with intelligence so that MA sins are still playable, before they sucked so hard!... and ES for locks are the main contenders... second will have his treat, see PTR topic), and up the other skills to make them compete with first ones.
+ add some difficulty at the game that can be more challenging to everyone (e.g. shards making Super TZ instead of TZ that gets +10 levels instead of current +2?).
Up some sets, some mercs (hello A3 !), some uniques (e.g. add Teleport o-skill on Tyrael's Might and have a few other options for that along Enigma). Allow necro heads to have more sockets
+ add some difficulty at the game that can be more challenging to everyone (e.g. shards making Super TZ instead of TZ that gets +10 levels instead of current +2?).
Up some sets, some mercs (hello A3 !), some uniques (e.g. add Teleport o-skill on Tyrael's Might and have a few other options for that along Enigma). Allow necro heads to have more sockets
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Yes, I like this sort of thing! Let's not nerf a load of stuff that help people to enjoy the game, let's look at some of the super cool, ultra rare uniques and try to make them a bit more viable. I want to be able to use The Grandfather without suffering too much.
Not sure it fits the brief of "least popular but correct", but nevermind.
When it comes to Spirit, I'd rather see a change to the runes and level required than to the runeword itself, I think.
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Every time this question gets brought up, we all end up in the same argument over Enigma. I, personally, think that it is too OP. Even without +1 tele it's pretty much a BiS item for most builds. If it only had +1 tele it would still be a viable option for a lot of builds.Schnorki wrote: 5 hours agoI'm inclined to say that for anyone who actually wants this game to be/remain stable, healthy and good, no "correct" balance change is ever unpopular. Even if it does end up nerfing one of your own builds.
That includes - first and foremost - the warlock changes coming up (which might still fall short for multiple builds tbh).
It would include an adjustment to Mosaic, not introducing some new, nerfed alternative in ladder but actually changing all of the existing mosaics to something more balanced to bring non-ladder ones back in line as well. (Or leaving Mosaic as is but accounting for it via class/skill changes, same thing).
Basically, proper, balanced nerfs to outliers at the very top end. Plus proper, balanced buffs to outliers at the bottom end.
The ones that would offer far more potential to be unpopular - in my opinion - are those that are also up for debate with regards to whether or not they would be correct and that go beyond a simple question of balance. Nerfing Enigma/removing Teleport for example has a fair few folks supporting it and countless folks against it. It'd inherently be a massive shift in power dynamics between classes so has clear balance implications that would need to be considered.
But beyond that, more importantly, it completely changes the nature of endgame D2 and slows it down dramatically for any (current) Enigma build. That then isn't just a question of class/build/item balance anymore but a question of overall gameplay and design as it'd completely unravel 20some years of "high speed endgame".
The problem is that pandora's box is open and we have had Enigma dominance for 20ish years. It's just become such an integral part of the game that I don't think that it could be changed without drastic consequences. If anything, uniques and some other runewords should be buffed to compete with Enigma. Melee should also be buffed so that sorc's real advantage is Teleport and not, single target damage, and AOE, and Teleport, and MF, and everything else.
Old man still killing demons and yelling at clouds.
Trades are LOD by default, but I can also trade on ROTW.
Trades are LOD by default, but I can also trade on ROTW.
All versions of Teleport should have a 1-2 second cooldown. Come at me.
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