In the new expansion “Vessel of Hatred” - almost everything will change, including Glyphs which are going to have a maximum level of 100 - that is great news - BUT - the bad news is that The Pit is going to be the only place to level glyphs !
So, I don’t want to sound too pushy but is there any info regarding The Pit bosses mechanism ? Are the Pit bosses still going to spawn Shadow bosses which will apply 3 debuffs and one-shot players ?
Because if this Shadow boss mechanism won’t be changed, then upgrading the Glyphs will be a serious pain… simply because you will need at least 10 minutes only for the boss fight running in circles trying to avoid getting hit by the Shadow - which I find not fun at all !
As far as I know, the level of PiT will be “adjusted” which is why they are changing the character level cap to 60, giving an extra 10 points to allocate in the skill tree, and increasing the number of paragon points from 200 to 300. Personally, I think 200 points are crucial, and the additional 100 are just for fine-tuning the character. At the same time, after completing a certain pit level, you have the option to increase the difficulty level (enter a new “world tier”). More will be known when PTR 2 goes live. For now, it’s theoretically understood that it will be like in D3: until you increase the world difficulty, the mobs won’t get stronger (they won’t have levels like they have until now; they will always be the same level as you, which is a maximum of 60). Besides that, regarding glyphs, as I understand it (but we will know for sure when PTR goes live), to level a glyph to 100, you will need to complete level 100 PiT at minimum.
So in my opinion, and based on my logical thinking, every 25 glyph levels we will be able to “safely” increase the difficulty level. Although personally, I think the glyph design is simplistic and just a matter of increasing numbers… But we’ll see.
What you say makes perfect sense and I just hope that Blizzard will test everything the right way before going live with the next Season and expansion. It might be just me but the last 2 Seasons brought a lot of new and interesting things to the table but they were also rushed due to a lot of bugs and mechanisms that just infuriated players (Tempering, The Pit, drop rates, etc).
I will be closely examining the matter during the PTR… I’ve planned certain things I want to test. Primarily, the builds… Will there still be the same meta, or will the other skills finally make sense? Of course, I’m talking about the Sorcerer.
The biggest problem is defenses feel like they’re not even working… on 83% all res and about 95% dr (and this is not even including stuff like close/distant & other conditional crap) and everything still hits like a truck - it’s stupid!
Hopefully defenses are re-worked, poison damage for example is absolutely mental! It’s almost as if you’re farming for the best possible gear for absolutely no reason at all.
Everything you’re writing refers to the current system and the scaling of monsters to their level. Currently, monsters had higher levels depending on how deep you were and the tier of the activities you were doing (Pit, NMD, hordes). Now, this is supposed to change. However, the fact is, they made mobs that are strong enough to one-shot. I think this isn’t bad, as long as you have any chance to see the projectile or attack that does it and have a chance to avoid it. But that’s not the case. Personally, my character has 85% resist, 10k armor, 40k HP + barrier, 70% damage reduction + a whole bunch of other reductions when certain conditions are met (having a barrier, when enemies are exposed, slowed, etc.)… However, the overall damage reduction system, combined with everything else, doesn’t reflect these stats. In my opinion, the only thing that works relatively correctly is armor. Everything else is inadequate to what we have.
From my observations, it’s not worth taking different types of global reductions; it’s best to have just one type. For example, if you have fortification, you reduce x% damage, or damage reduction from enemies that are close. If you have several different ones, my observations suggest that only one works at a time (even if you meet the requirements for all the others), and only the one with the “highest” reduction value. When I equipped the mythical Tyrael’s Might armor and maxed out resistances at 85%, plus additional % reduction from the armor’s affix, it felt like enemies were dealing more damage to me than with the legendary armor I was wearing before. But this is just speculation, and only Blizzard knows the truth. We can only guess when our character, with the best fortifications for the entire build, breaks like a twig against a level 180 mob…
They deff need to figure out scaling and do away with conditional effects on healthy, for example - or give you ways to maintain it. As soon as you run into some poison enhanced elites, all those affixes become useless.
I seriously doubt they figured scaling out… As for the shadow bosses, that was a quick, lazy way to provide artificial difficulty, nothing else. It’s especially problematic playing melee and don’t even see some of them spawning on top of you.
Remember that in Season 2, they admitted that resistances basically don’t work at all on their own xD… The question is, how many things we have in the game actually work :). Maybe that’s why we have so few viable skills (because they simply don’t work or scale). But how can we know that if we can only speculate?
The problem is having just one has diminishing returns, but something is deff not right in their maths. I’ll give PTR a try and see if it’s worth sticking around for the new season… If it isn’t, I guess I’m waiting for PoE2.
I know it, you know it… Many experienced players do too. My DPS in the current season doesn’t add up either. According to all the calculators, one hit should be around 25-40 million, but my max hit with Overpower is 11 million. And not to mention, when adding everything up, I have ((((29k basic DPS x 40) x 4.5) x 2) x 2.8) x 1.4—those are all my +% damage and multiple damage modifiers. However, my crit maxes out at 5 million, and with Overpower, it’s 11 million.
29k basic is my base DPS that my spell deals without any increased DPS or multiple DPS. My increased DPS comes from crit + vulnerable + lightning + all DPS. I get multiple damage from mechanics when I have a barrier, when the enemy is burning, when the enemy is under some control effect, and when the enemy is exposed. In addition to that, there are key aspects, uniques, and mythical equipment. Having a level 30 skill, I think I can say that my base DPS should be higher than 29k, but it’s hard to calculate because the weapon itself, in addition to base DPS, has affixes that increase DPS.
So, it’s hard to estimate. However, I personally believe that my DPS is about 1/20th of what it should be. So, their math definitely doesn’t add up.
I honestly don’t know why they added so many multipliers if they can’t even keep track of them in the formulas… It’s been a year now and it’s still all kinds of messed up.
Yeah, but what pisses me off is that actual good feedback on this gets blatantly ignored, it makes for a dogpoo experience… It is what it is I guess.
I’ve been cooking a HS Rogue - I’ll give that a try on the PTR and see if it’s worth sticking around for the x-pac and the new season.
Many players don’t ask for much from what I see on the game forum and in the game itself. Most wouldn’t even be upset if they were given a ready-made character and could do everything in the game without effort… And each season, we have 1-2 playable builds that “mow down” all the game content, while the rest are mediocre, with 1-2 builds per class that can get anything done. The rest don’t reflect your stats, and having something that should deal massive DPS and match the meta skills is unplayable. Moreover, when you equip mythical or unique gear, and your stats include 100% resource cost reduction (your skills have zero mana cost), 100% of the Sorcerer’s enchantments stop making sense (if they need x mana spend to activate). The same applies to cooldown reduction. The Sorcerer’s mechanics lose their purpose when you invest in cooldown or mana cost reduction. The character seems to be designed “on the fly,” with no consideration for player choices other than maximizing DPS, making the character simple and lacking potential. It’s the same with the Necromancer, who only has one passive power for each element… while the other classes have at least two choices per element. If they don’t start changing and expanding the options in the skill trees, unfortunately, we’ll reach a point and a season where playing in a new season won’t differ from playing in Eternal Land.
Yeah, every season you’re more or less playing a template, not a build. Any actual build is absolute trash!
Speaking of which, have you seen the Mythical Unique Weapon for Spiritborn? It’s just laughable at this point…
Putting everything we’ve written aside, consider that this is already the fifth or sixth time that the entire itemization in the game has been turned upside down. Each season, the game doesn’t seem like it’s getting new content, activities, or engaging gameplay. Instead, it feels like it gets content each season that needs to be “tested” to see if it’s “right.” I feel like I’m playing an Early Access game that’s starting to resemble its predecessor, Diablo 3… I wouldn’t mind if it were more like Diablo 2! But they chose to replicate the worse example… And unfortunately, they promised not to repeat the mistakes or copy Diablo 3. Yet with each season, when I launch Diablo 4, if it weren’t for the graphics and the “open” world, I’d feel like I’m playing Diablo 3.
And if I just wanted to play Diablo 3, I would simply turn it on because I own that game too. I didn’t need to spend $100 to get the same thing…
Balancing around items is the worst decision that could be made, especially when most spells lack potential. I’ve seen this, which is why I’m waiting for the PTR. I want to see if the new season will change anything about the gap between builds. I also hope they will finally hear me and adjust spells so that it’s worthwhile to build around them.