07/10/2012 05:50 PMWhile IAS was pretty strong on its own, when coupled with certain gear and skill combinations, it simply became too alluring for a lot of players to ignore.
Posted by Lylirra
So I'm assuming we can expect a similar nerf to passives and abilities that anyone who's not an idiot uses without fail? Examples of this being One With Everything, Serenity, Venom Hydra, Energy Armor, etc. Because every single class at this point has a couple of abilities that are just clearly the best, and a lot more that just aren't worth it. Or can we expect you to, for once, buff something
that's clearly awful and no one uses, i.e. everything in the game that uses life steal? Yes yes, I understand power creep, blah blah, RMAH blah blah, but I would very much like to know if your design philosophy is more "make them pick the least awful ability" rather than "This power is way stupider than we initially thought and needs to be more powerful".
I mean, if you really, truly want build diversity, then you're going to have to make some things viable in the endgame. WD pets are going to have to survive elites retarded death floors for more than half a second. Diamond Skin is going to have to actually afford some protection, rather than shielding for half of one hit. Trust me, my years of City of Heroes showed very clearly that "make the things people like suck" doesn't make people pick things that were never good to begin with instead.
07/10/2012 05:50 PMWhile we're happy with where affix combos are right now, we're open to feedback and especially constructive discussion
Posted by Lylirra
Okay, let's do that. I was wondering how these affixes were grouped. Thank you for shedding light on just how that particular mechanic works, so I can specifically tell you just how wrongity wrong wrongerton you are in the way you've done it.
The groups you've made and the powers you've put in those groups are nonsensical. Affixes do three things in this game: Make it more difficult to kill the target they're affixed to, make it harder for you to run away from them, and do extra damage while in combat. Jailer, Teleporter, Waller and Fast *don't do damage*. Functionally, they're *no different* from Vortex, they are *clearly" Crowd Control powers.
You also need to go through this list of affixes with a fine tooth comb if you actually care about game design whatsoever. Large enemies that appear in small hallways (like those hulking spike covered things in the halls of agony) should not be able to have the illusionist affix. Why? Because I can't even see my character at that point, and quite frankly there's one power for each class that would even allow me to move at all. Since NV stacks go away if you change powers, you're basically saying "I have to have this power if I don't want to die to an illusionist at some point". Not really helping that whole build diversity thing. Those little hoppy frog things in act one misery fields shouldn't ever have Fast, because they're *already fast*. In playing three classes to 60 and one more on the way, I've seen missile dampening about 4 times total. You also need to rework a couple of these affixes to not be "the ground is Lava now", because not only do they far outnumber the affixes that are irritating to ranged classes, they also make pets invalid.