[..]
If it's a spell, it shouldn't apply weapon damage, like, say, Sorceress spells. Otherwise, if it does apply weapon damage, durability should deplete as usual.
Yet another bad design decision to cater the crowd.
To be fair, that "half and half" approach isn't new. "As usual" doesn't apply all too often in D2 as it is a game that's always been full of exceptions and special individual rulings for all sorts of skills, for better or for worse. Blade Fury for example follows the same concept of "use weapon dmg but don't drop durability".
Though personally, I'd love to see ES become a proper, full-on weapon attack. Not so much to enforce the loss of durability but rather to make weapon attack procs work with it, which they currently don't. Might need some additional nerfing after that, sure, but having 10 blades capable of each proccing various trigger effects could be quite entertaining and might make some currently completely unused weapon choices actually potentially very interesting.
Though personally, I'd love to see ES become a proper, full-on weapon attack. Not so much to enforce the loss of durability but rather to make weapon attack procs work with it, which they currently don't. Might need some additional nerfing after that, sure, but having 10 blades capable of each proccing various trigger effects could be quite entertaining and might make some currently completely unused weapon choices actually potentially very interesting.
If Echoing Strike was changed this way, Multiple Shot should as well. In case of the latter, only the two central arrows proc. I'm not sure if it's a bug or a conscious design for balance reasons, but having 24 procs would be wild!
Maybe ES should work with procs, but also be limited to 1-2 procs per cast?
Though personally, I'd love to see ES become a proper, full-on weapon attack. Not so much to enforce the loss of durability but rather to make weapon attack procs work with it, which they currently don't. Might need some additional nerfing after that, sure, but having 10 blades capable of each proccing various trigger effects could be quite entertaining and might make some currently completely unused weapon choices actually potentially very interesting.
If Echoing Strike was changed this way, Multiple Shot should as well. In case of the latter, only the two central Arrows proc. I'm not sure if it's a bug or a conscious design for balance reasons, but having 24 procs would be wild!
Maybe ES should work with procs, but also be limited to 1-2 procs per cast?
That would defeat the purpose of my thought behind it though.
If you look at MS, thanks to the fanning out and such, even if all Arrows could proc, you still largely get one proc per target which typically doesn't change much about how attractive certain procs are/aren't.
If you simply enabled them for ES however - without an artificial limiter - you could get up to 10 of the same proc on the same target per cast. For many of the desirable ones (e.g. curses) that won't make too much of a difference beyond upping the proc chance as they'll simply overwrite each other. For some however, where "maybe 1 proc per cast/attack" just isn't worth ever using that weapon, being able to get up to 10 could suddenly make those options interesting.
But yeah, as I said, some nerfing around it might be necessary as well for those procs where it would become quite excessively good (e.g. adding a penalty for the effectiveness of crushing blow).
[..]
If it's a spell, it shouldn't apply weapon damage, like, say, Sorceress spells. Otherwise, if it does apply weapon damage, durability should deplete as usual.
Yet another bad design decision to cater the crowd.
To be fair, that "half and half" approach isn't new. "As usual" doesn't apply all too often in D2 as it is a game that's always been full of exceptions and special individual rulings for all sorts of skills, for better or for worse. Blade Fury for example follows the same concept of "use weapon dmg but don't drop durability".
Though personally, I'd love to see ES become a proper, full-on weapon attack. Not so much to enforce the loss of durability but rather to make weapon attack procs work with it, which they currently don't. Might need some additional nerfing after that, sure, but having 10 blades capable of each proccing various trigger effects could be quite entertaining and might make some currently completely unused weapon choices actually potentially very interesting.
THIS
And also Shock Wave - which is considered a spell with projectiles. It works EXACTLY the same!
Yes, there really was a Shock Wave bear tree hugger a few seasons back that got the nerf stick, and then the build died.
Blizzard wrote:Fixed an underlying issue that caused the Druidās Shockwave skill to do an unintended amount of damage.
Developerās Note: We wanted to implement targeted changes and buffs for the Druid instead of having a particular Druid build be strong because of a bug.
So they came up with ES acting on the same principal w/o the Stun lock.
Now..Blizz..pls look into the SW Bear since ES is normalize!
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"I gave my children a world & the strength to make it their own
And all I have to show for it...is YOU ! FIGHT! SEVER THE BOND~!!" -Blessed Mother
If it's a spell, it shouldn't apply weapon damage, like, say, Sorceress spells. Otherwise, if it does apply weapon damage, durability should deplete as usual.
Yet another bad design decision to cater the crowd.
What kind of logic is that? A spell doesn't need to be pure elements to use a base or medium to project power.
The basis for the sorc is to draw the elements from AIR, whatever gear she uses empowers. Unless the user starts physically knocking some heads and meleeing, it makes sense durability isn't even a question. And it has stayed that way.
Now the Warlock, draws from a different kind of fantasy yea - the basis of that is levitation and skills utilizing mental faculties . He/She has skills that draws from a different plane, i imagine to be Psychokinesis. The very nature of the skill tree centers on being "eldritch" - that's another word for spectral.
If you think about it, it might just connect to a 1+1 = 2 for you.
If durability was ever in debate, then all bows should have durability.
I am L & NL observe trade tags!
"I gave my children a world & the strength to make it their own
And all I have to show for it...is YOU ! FIGHT! SEVER THE BOND~!!" -Blessed Mother
Question: Does anyone know when season 13 ends? I can only find the start of season 14...
15 minutes before season 14 starts.
I.e.,
Season 13 ends 2026-05-22T23:45:00
Ā This timestamp has been automatically converted to your local date/time for convenience. The format is DD/MMM/YYYY, HH:MM am/pm. This is based off your browser time.
Season 14 starts 2026-05-23T00:00:00
Ā This timestamp has been automatically converted to your local date/time for convenience. The format is DD/MMM/YYYY, HH:MM am/pm. This is based off your browser time.
They don't usually specify the end date/time because of the short window in between. The only exception so far was last reset, when they released RotW, where there was a 9 day window between season 12 ending and season 13 starting - but that was very likely just a one time thing (unless they release another DLC/expansion).
I'm in CET (Central European Time)
My profile says Ladder, but I play bothLadder and Non-Ladder.
My profile says Softcore, but I play bothSoftcore and Hardcore.
My Holy Grail Tracker is for Offline Hardcore.
Holy Grail Death Count: 1
Is Season 13 ending on May 19 (along with the new patch 3.2) and the new season starting on May 22? Or will everything happen on the 22?
Where are you getting the 19th from for 3.2?
Only date I see mentioned in blizz's announcement is the 22nd.
It's the magical "Tuesday" or maybe Wednesday that Blizzard seem to roll out patch notes. For example, the 3.2 PTR opened on a Tuesday. RoTW released a few days before season 13 started.
Is Season 13 ending on May 19 (along with the new patch 3.2) and the new season starting on May 22? Or will everything happen on the 22?
Season 13 will end 15 minutes before season 14 starts.
I.e.,
Season 13 ends 2026-05-22T23:45:00
Ā This timestamp has been automatically converted to your local date/time for convenience. The format is DD/MMM/YYYY, HH:MM am/pm. This is based off your browser time.
Season 14 starts 2026-05-23T00:00:00
Ā This timestamp has been automatically converted to your local date/time for convenience. The format is DD/MMM/YYYY, HH:MM am/pm. This is based off your browser time.
I already stated this in the post right above yours.
The āwindowā between seasons has never been more than 15 minutes with the one exception being last reset - and that was only because of RotW. They have released major patches before and still only had a 15 minute window for the season reset.
Patches do usually drop a day or two before season reset, but the actual reset window is always 15 minutes unless they have clearly specified an end date/time.
I'm in CET (Central European Time)
My profile says Ladder, but I play bothLadder and Non-Ladder.
My profile says Softcore, but I play bothSoftcore and Hardcore.
My Holy Grail Tracker is for Offline Hardcore.
Holy Grail Death Count: 1
Did Blizzard add any new runewords this ladder, or is it just an economy reset? This will be my third ladder season, and I always thought new sets of runewords were added every season.
Did Blizzard add any new runewords this ladder, or is it just an economy reset? This will be my third ladder season, and I always thought new sets of runewords were added every season.
Just a reset. And the general (mostly Warlock) adjustments a couple days ago.
There haven't been any new ladder bits in a while now.
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