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1

What would be the least popular (but correct) balance changes?

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2

Description

Ill go first:

Spirit should be nerfed to +1 all skills

Call To Arms should get
Battle Command
OR
Battle Orders
but not both.
5

Can be used to make Runewords:

7
I hate to say it but the -15% to
Flame Wave
for Locks. Its awesome but WAY too op
7
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
7
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
7
Lemzodistber wrote: 15 hours ago
Ill go first:

Spirit should be nerfed to +1 all skills

Call To Arms should get
Battle Command
OR
Battle Orders
but not both.
Agreed with Spirit. I don’t know how that thing ever got past balancing testing. It’s just absurd for how easy it is to get.

Or even make Spirit only work for weapons! And I’d 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.
7
User avatar

vued 1290

Resurrected Sorceress Europe PC
- Remove +1
Teleport
from Enigma.
- Add a unique ring that gives +1
Teleport
(O-Skill) and both else.

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7
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.


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7
vued wrote: 12 hours ago
- Remove +1
Teleport
from Enigma.
- Add a unique ring that gives +1
Teleport
(O-Skill) and both else.
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.
7
User avatar

vued 1290

Resurrected Sorceress Europe PC
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.

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7
User avatar

Schnorki 4939Moderator

RotW PC
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".
7
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.
7
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.
7
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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7
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
7
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 :P

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.
7
User avatar

louner 284

RotW Europe PC
Not just nerfs really :P

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

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7
User avatar

Necrarch 3650Moderator

RotW Necromancer Europe PC
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 :D

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7
Necrarch wrote: 3 hours ago
(e.g. add
Teleport
o-skill on
Tyrael's Might
and have a few other options for that along Enigma).
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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7
Schnorki wrote: 6 hours ago
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".
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.
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.
7
All versions of
Teleport
should have a 1-2 second cooldown. Come at me.

GMT-3
I only play softcore, non-ladder.

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