Feedback on 3.19 Development Manefesto

Thanks for the info, and keep the great format going!

1) You say you want to make spell suppression something for people who spec on the right side of the tree and the issue is that people not specced into the right side easily get 100% spell suppression. Your solution sucks. Why? It's still easy to get 100% spell suppression from gear. Yes, the values are less, but between all gear and cluster jewels, you don't even need suppression on every piece. So, you really didn't accomplish anything, but make it a bit inconvenient.

If you don't want people on the Right side to have easy spell suppression from gear, then... uh, just get rid of it on gear, or limit it to just shields.

Generally, I found the entropy system makes evasion builds irrelevant. Why invest anything in this stat when you are going to get hit. The right side of the tree also has a hard time with life, so when you do get hit, you have a low health pool. Instead of making gimmicks like life recovery, we need health, especially if we aren't going to have armor to mitigate phys and dots.

2) Your MoM issue is useless. You recognize there's a problem here due to the inability to reserve mana, or much of it. Your solution is terrible. You shift giving more to the passive MoM and less from gear. How does that solve anything? It doesn't. Something more beneficial would be to add a large life reservation modifier to MoM and rework The Agnostic.

3) Minion stuff: Ok, so you recognize the gem issue. Your solution is to add more modifiers to gear, decrease damage and health from base stats. That all sounds great, especially if you had more minion uniques (but you don't. Hopefully we'll see some in the future). However, after reading the notes, it sounds like a massive, huge buff. We will have so much more dps from gear and now have + gem levels with corruptions. On top of this, many of your minion skills have had big buffs with their damage. Yeah, skele mages got a slight nerf, but I think they'll still dominate, but we may see some other massive dps builds, like SRS. Leave it up to the bean counters.

For the love of god, can we please get in game stats on minions in the skills tab that shows all the stuff, like life, rate of attack, damage of their specific skills, crit chance, resists, etc? Why is that so hard? It's been, what, 10 years?

4) "The Necromancer's Unnatural Strength Notable Ascendancy Passive Skill no longer provides +2 to Level of all Minion Skill Gems. Instead, it now grants Minions Unholy Might." What the actual fuck? Did you guys think about this? How many minions don't deal physical damage, or are altered to not do physical damage through gear or build choice? Sure, it'll help some phys based builds, but man, that's a big kick in the gut. Why not make it so they gain 20% of damage as chaos?

5) Routine balance passes: awesome!

6) In general, it seems like you're continuing to balance around 1% of the player base. What percentage of people actually killed the uber bosses in 3.18? We need defensive auras because you've buffed monsters.

Thanks for all the info. You called it a balance manifesto, but it felt more like a partial patch note.
Last edited by Spurnshadow#0836 on Aug 2, 2022, 8:24:34 PM
Last bumped on Aug 2, 2022, 8:04:51 PM
This thread has been automatically archived. Replies are disabled.

Report Forum Post

Report Account:

Report Type

Additional Info