Description
While I haven't looked over a list of all changes coming to patch 2.5, Terror Zones did grab my attention. Specifically, for Barbarians and how it will affect them. So, based on what I understand about how Terror Zones scale monster damage, life, and defense, I'd like to talk about my thoughts on this (in regard to Barbarians).
A programmer friend of mine created a Calculator that scales your characters attack rating vs the monster level of Terror Zones and then calculates your character's chance to hit based on that. As it turns out... Barbarians are going to struggle at higher Terror Zone levels quite a bit.
Since most Barbarian builds are melee focused, with the exception of a Singer, a majority of them will struggle to land hits on high level monsters in Terror Zones. Using my friend's calculator, we estimated that in order for a Barbarian to hit more than 80% of the time against these high-level monsters, he would need to have over 16K attack rating. On average, most Barbarian builds have around 8-12K, unless you're using Angelic's pieces. This then becomes an issue later on, and most end game Barbarian builds don't really make use of Angelic's. You see where I'm going with this right? Caster classes, and elemental focused builds will have no problem clearing these Terror Zones, but Barbarians are stuck as they usually are when it comes to things like this.
Now you might be wondering, is there a way around this? Possibly...
There IS one Barb build that could succeed in this instance, the Thrower (either Phys or Elemental). Though, he would strictly need to make use of the Act 1 Rogue as his merc due to Inner Sight. Since Inner Sight reduces monster defense substantially at higher levels, and this would make his chance to hit high level Terror zone monsters easier, but as of right now, it's unsure by how much. The next thing he would need is something that reduces target defense.
While I like the idea of Terror zones, I feel like my favorite class is being shafted once again simply due to his own mechanics. Melee shouldn't be punished like this; it should be on par with everything else. Maybe someday... right? Below are images detailing what I spoke about above using the Fetish4 as an example with the player Lvl being 90. The reason for these choices are: The average player will stop leveling their character around 90-92, so that's why we chose this. Fetish4 was picked due to its average defense level, to give a better comparison.
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