The patch and understanding why it's a positive in a lot of ways

OP is clueless and obviously just wants to stir more rage.

What makes it obvious is how he/she conflates nerfs to multiplicative sources of damage with buffs to additive sources. We got 25% increase to additive sources of damage but crit and vulnerable damage, which are stand-alone buckets and served as multipliers to our damage were slashed by massive 17% overall (and 50% reduction of inherent crit on swords, which was massive source of crit for barbarians) and by 40% for Vulnerable damage overall. No amount of additive damage buffs would ever be able to compensate for these nerfs.

It is one thing to nerf/rebalance one aspect of class but patch 1.1 brought massive nerfs to offensive and defensive aspects of our characters all at the same time. Additional nerfs to cooldown reductions and our ability to avoid crowd control are just a cherry on top of this pile of shit.

Ultimately, I would get over these nerfs and adjust. Hell, Season 1 is around the corner and fresh new character is waiting. However, I’m not willing to accept the fact Blizzard simply does not value my time spent in Diablo 4. What broke my ‘camel’s back’ were nerfs to Helltide–Helltide being one of 2 end-game activities alongside Nightmare dungeons. Cost of cinders to open Mystery chest increased to 250 does not sound so bad but what was not mentioned in patch notes, or I missed it, is massive nerf to cinder’s drop rate across all of Helltide. It took me nearly 40 minutes to get 250 cinders. I know events spawn points by heart now so I’m pretty efficient. Events now give ridiculously low amount of cinders–Wandering Souls event gave me total of 8 cinders, including those from the chest at the end. Packs of monsters without elites give 2 or 3 cinders at best. Massive pack of monsters with 3 elites in it gave me 6 cinders.

Were we getting too many useless legendary items? Were we having too much fun in Helltide? I do not think so…

2 Likes

This.

What boggles my mind is, why Blizzard is afraid of throwing us - literally - in hell. Let’s take Helltide.

That name. You could build a blockbuster series based on that name alone that would make Valentine movie look like pancake party.

I want Helltide to be “Hell”. I want tripple or even quadruple the spawns there are. I want Helltide areas to not be simple to cross. You can now ride throught and search the mystery chest without being pulled from the horse once.

I want Helltide to be so hard and scary, that players think twice to which way to chose and the sole try to reach a chest - any chest - turns into a fight that will need all your healing potions.

I want to get f+"ç+ç" by that event. I want to suffer in Helltide, not collect Cinders in a relaxed fashion.

BUT… I demand satisfying loot once I get to a chest and I manage to open hit while waves of hell’s servants come over me for my juicy, fresh brain!!

Change it! Or call this game something else, but not Diablo.

4 Likes

They made a bad game even worse, go away.

Ah, people are negative so they don’t understand it…
Not like you’re just lying to yourself pretending it’s good.

1 Like

“It’s definitely difficult to see it when you only look at the numbers on the paper, (and even harder when you log onto your main characters and start playing around with the character expecting your damage to be okay not realizing that you’re no longer anywhere close to optimally geared because everyone vuln stacked) until you start trying to figure out how THIS works differently for your characters.”
what are you talking about
my character (rogue) uses to hit for 6 digits, now is down to 5

I’m not upset about the reduced damage, I see a lot of positive changes, but burdening players with grinding for grinding is stupid. I didn’t like it at all, although the game left me with really, really positive emotions.

The only people that play this game still is the people that want ez af content, they are gonna lose them aswell if they do it like this lol. Blizz is kinda funny

Incorrect. They buffed the additive bonuses on items by 25%, if you had 15% 2hand Bludgeoning damage on a neck before, now it would have about 19%. Due to the damage calculation buckets this is an extremely minor damage increase on stats you often weren’t stacking to begin with.

This is all the while doing massive nerfs to the stats that actually contribute heavily to damage. As a Barb I lost

STR, Vuln Crit dam on 4 weapons - The 3 strongest damage stats reduced by a very large amount, a huge damage reduction by comparison.

Max Fury reduced by 26% on all items (helm, rings) - Undocumented change - Max Fury was one of the most powerful stats for Hota, the 50 resource elixir for example is stronger than even the 15% crit chance one.

Cooldown reduction reduced - This reduces both damage, resource generation and survival significantly - It’s a huge loss.

Please stop posting about stuff like this when you don’t understand how the game works. The buffs are like giving someone a free coupon for chicken wings after stealing their car.

3 Likes

Funny thing is that the majority is so pissed because of this updates that it will impact the sales of the battle passes ^^…If the patch came with positves, more people would turn to getting the BP however probably now , theres a lot of folks who started to reconsider this lol

Marketing 101…dont mess things up before a major release

And not to say how the took all the fun, out of helltides.

You aren’t stacking those buffed stats. They are on item slots where you need the defensives even more now than pre patch.

So Based and true and Same

have you tried communicating with your “team” so they maybe would wait you in or maybe choose a more mobile class

I feel with the vuln nerf it would have been better and simpler to have have capped how much vuln you can have (like with resistences) rather than nerfing it by 60%. It punishes people that don’t super stack vuln entirely as much as the people that do because they don’t see the bigger picture with this stuff.

The poor sorc is the best example of this, they paniced because the best builds are crazy so they nerfed everything rather than tailoring it to the classes they needed to “fix”. I was thinking about going sorc this season but am deciding to go rogue instead, hopefully they can sort them out for a future season.

All these nerfs would be acceptable,if malignant hearts looked promissing,which they don’t,and its sad because they were supposed to be seasonal theme.

I agree, however they could have had drops from 1.1 onwards have reduced stats.

This would have kept people whom had grinded for many, many hours happy whilst searching for new gear and maximising damage, they can work on optimising gear which will eventually outpace the old gear.

The legacy gear would then only exist on eternal, and eventually get outpaced as rhe game moved on.

It’s not really a question of optimisation, or buffs or nerfs in general, it’s creating a game completely reliant on 2/3 stats then randomly nerfing them to the ground >< they shouldn’t really have done this in the first place

IMO any major changes should only really apply to seasons, this is the way it’s always been and then the new seasons items gets fed into Eternal for everyone else, what they have essentially done here is randomly patching that strength is now 40% weaker for Barbs in D2… Which again, is fine for seasons because people start fresh, I kind of feel like a month of my time has vanished lol

Unfortunately, no. Diablo 4 has seasons but also Eternal realm where all seasonal character are moved after season ends. Seasonal mechanics, and I assume fruits of those, ie. malignant hearts, will not be available on Eternal realm so those characters will never catch up.

If seasonal mechanic would provide too much power to characters, seasonal monsters need to be buffed to preserve game balance and challenge. Once season ends, characters lose power granted by seasonal mechanics but will also face enemies that are easier.