We know Reflects Damage has been a little more challenging for some players in this patch, so we've been reviewing feedback regarding the affix pretty closely since 1.0.5 released. The actual values for the stat haven't changed at all and, in general, it seems like the issue for players is really just related to increased monster health thanks to Monster Power.
Since monsters have a lot more health in the higher MP levels, not only do fights last longer, but players need to do a lot more damage in order to kill their targets. Of course, that means there's a lot more opportunity for you to get hit with Reflects Damage. So, whereas before the patch, a player may have been able to kill monsters with the Reflects Damage affix no problem and with health to spare, now that fights are lasting longer that same player may not have as much success -- at least, not without making some adjustments to their build or gear.
That said, we do agree that we can make some improvements. For example, we'll be making it so that damage dealt by pets will no longer reflect back to the player. We're also toying with the idea of changing Reflects Damage so that it has a duration and can only be activated by monsters periodically (rather than it always being active), but that's definitely not yet set in stone.
The problem with RD is only partially caused by the insane monster health in high MP levels. The real core of the problem is that almost all classes received a mitigation/defensive (oftentimes healing) nerf in this patch as an accompaniment to the monster damage nerf received in Inferno.
You see, because Reflects Damage does as much damage to us now as it did in 1.0.4, and we have a lesser ability to mitigate/heal through it due to those nerfs, it's hurting us a lot more than it ever did, making it a huge
issue. The Demon Hunter got it worst of all in that their main heal-through ability, Shadow Power, got a duration boost, but its lifesteal amount, which is what kept them alive through RD, also got nerfed from 20% to 15%. Blood Moon's lifesteal total received an equivalant nerf as well. But the big component to this for the DH is that the Gloom rune's 65% migitation was brought down to a mere 35%, netting a 46% loss in total mitigation right off the bat, making RD hit us that much harder.
This should have been a very easy situation for the devs to spot. Reducing our ability to mitigate damage intake while leaving the damage reflected back at us unchanged = major problems. It's so much of a problem that Demon Hunters, and in fact nearly every class is effectively having to gear specifically for this one affix while trying to maintain viability for the build they choose to use. That's a really aggravating way to have to play this game, and is another huge reason that the players are very angry right now about this.
While Reflects Damage was annoying for sure in 1.0.4, on the champion/elite packs it was still liveable. It's much less so in 1.0.5 due to the situation I mentioned in this post. This isn't to say that players enjoy being one-shotted by their abilities because of this affix though.
I also have a couple other things thing to mention - and it's really been dragging down the enjoyment of the game for three of the five classes (which operate at range most of the time), and that's the fact that this affix basically makes us play a "slide ruler" balancing game where we have no choice but to get to X amount of mitigation/heal capability while staying below Y damage ceiling, and with the massively inflated monster health pools in higher MP levels, which top out at a whoppingly insane 3439%
, that becomes a major pain in the rear, if not impossible task for many players (did you really have to jack the HP up that much? What happened to developer creativity with monster mechanics...?).
The other problem has to do with the fact that the bosses still have an enrage timer. This isn't World of Warcraft. And in a game where you strive to be (and feel!) as powerful as you can, being stuck with the Reflects Damage affix built into a boss with an enrage timer, especially on a higher MP level, is just nuts. They're conflicting designs that are outdated and point to a lack of the devs' ability to be creative with mechanics instead of nothing but punitive. They tried to use it against ranged classes as a hard counter for them (RD), and put in enrage timers as a hard counter for pure tank builds, but the two just fight against each other and create a "one way to do it" type of playstyle approach that really drives people away from the game.
This entire debacle is compounded by the fact that only the Mighty Belts (Barbarian Only) can get lifesteal, making that class yet again perceived to be the "favored" class and "the way to go" when dealing with the higher levels of MP in terms of sheer efficiency, in addition to the fact that Ignore Pain did not get the same corresponding nerf to its defensive capability that the rest of the classes got to theirs, meaning yet again
the Barbarian has the highest EHP and survivability, and thus remains the most efficient class in the game by far.
There are a metric crapton of conflicting design elements going on here that really should not be together in this game at all. It would be nice if somebody actually acknowledged this instead of continuing to shine us off like we're just a bunch of idiots. We're not, and we know exactly what's going on with the classes we play every day.
I sincerely hope you pass this feedback along because it's getting beyond frustrating being given the dirty end of the stick all the time (unless you play a Barbarian of course). I want to enjoy the game
not fight a constant war with its mechanics.
A cookie to the dev that actually comes up with a creative replacement for this all too limiting mechanics forced on us just to counter glass cannons. Less "our way or the highway" and more "what QQ? It's time to PEWPEW!" please...
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