03/05/2013 09:29 PMPosted by DogfWhen you get into higher MP's, the time between cooldown's on certain rune skills, like fetishes, etc are much longer than the time between elites or packs.
I'm a bit confused - are you actually killing elites quicker in higher MPs?
That affix is a terrible idea because the LAST thing you want to do to this game is to “fix” terrible skills by forcing players to equip an item before they would have any desire to use them. All that does is say to a player, “hey, this skill is really bad and can’t be used properly unless you have THIS item”.
For as much awsomeness, coolness, and feel of being powerfull it may hold, I think something like that has no place on Diablo 3 at all, it just doesn't make any sense to me that your are sudendly able to burst out such insane amounts of power such as the world of Sactuary has never seen before, not in the realm of mortals, nor the High Heavens, nor on the Burning Hells, nor on the realm of Pandemonium. Setting aside that conflict i find with the lore, it would completely break boss encounters where players to save up their NH filled up bars for them, of course you could simply ban NH powers from being used on boss encounters, but then again. Why would the heroes not use all of their powers against the strongests of their foes?
I just don't find the system to make sense into the game
About the skill runes suggestions you made, I know they're mostly quickly thought, unrefined ideas, but some of them suggestions modify their skills too much for a single rune's effect. Even so, those suggestions are much more like what skill runes should look like than what we have on the game right now.
I'm all for the 2 minutes CD's dissapearing, and I'm all for a lot of CD reductions too, but when you say about 95% of the CD's should be eliminated that's a bit too drastic. Certain skills cooldowns can and should indeed be erased in favor of more varied panalties for using such skills, but some other CD's just have to be there, if maybe a liltle lower.
03/06/2013 12:06 PMPosted by ArmorVil"I'm Gosu, I'm great, and I want all of my ideas to be implemented. NAO! And rename the game to DiaGosu 3, of course".
I agree that broken skills should not be fixed with items: they should be balanced first and then have items do cool things to them.
An example of skill brokenness I have mentioned several times on the forums is Lob Blob Bomb (Witch Doctor: Acid Cloud).
When I first saw this ability on the skill calculators in 2011, I dreamed of making a mass slimes build that would be low-burst DPS but high sustained DPS for longer long fights.
Unfortunately when the game came out, the skill had major limitations. The DoT portion of its damage does not stack, and you are limited to 3 slimes at a time. They also severely reduced the slime duration from 12 seconds down to 5 seconds. As a result, this skill is only good for one thing: blocking doorways (which is not fun).
Using the logic of the developer journal: they could introduce an item that increases slime duration to 12 seconds (with a hidden effect of allowing the slime DoT damage to stack and removing the 3-slime cap, since that would be a lot of info on a tooltip). But such a move would be a bad idea.
The correct move is to balance the skill by implementing those fixes in a patch soon (and keep it fair by removing slime's ability to obstruct enemy movement) and have affixes on gear that make the skill fun to use: like a Voodoo mask that reduces enemy poison resistance by X% for every poison DoT affecting them.
This could lend itself to an interesting build where players use that mask and otherwise max out mana regeneration at the expense of some DPS stats so that they can produce as many slimes as possible (since Acid Cloud is expensive to cast) thereby taking advantage of the mask's %damage increase.
Or one could make a mixed DoT build using slimes, the mask, and cheaper DoTs like Spider Queen instead of maxing out mana regeneration.
Or one could make a team-friendly build for Ubers or PvP using slimes to spread Bad Medicine's debuff to all enemies on the screen while using the mask to put out competitive damage and help poison-user allies.
Or one could use slimes as a supplementary skill without the mask, and start each fight with 2-3 slimes followed up with Zombie Bear burst.
Or one could make a crit build without the mask using the Acid Cloud affix on gear (or even better, Gosu's Nephalem Power) so that powerful crit slimes are the main skill and less mana regen is needed.
-> None of these builds are viable in Inferno unless the base skill is balanced first.
You balance the skill, you open up the last two builds I mentioned. Then you add the mask and you open up the first three I mentioned. Add synergies with other items (like an ilvl 63 Pus Spitter crossbow) and more builds open up. Other players can probably think of many more cool builds this would open up too.
I know it is a daunting task for the developers to balance every skill rune, but they have to try. Baby steps are appreciated more than no steps.
Thanks again to Gosu for continuing your ideas!
03/06/2013 10:06 AMPosted by GorthonThat affix is a terrible idea because the LAST thing you want to do to this game is to “fix” terrible skills by forcing players to equip an item before they would have any desire to use them. All that does is say to a player, “hey, this skill is really bad and can’t be used properly unless you have THIS item”.
A skill is bad due to lack of spammability from cooldown or high resource cost. Nobody was using sacrifice until Homunculus came around... and people dedicate 3 pieces of gear, 2 skills and a passive so they can sacrifice. Weapon throw can be good if you can use it reliably... 2 pieces of gear make it practically free. I wish Last Breath rolled higher damage, because I would use it in a build that can frequently cast Mass Confusion.
I see no problem in using gear as a means of making a skill viable. That doesn't mean the skill alone can't still be buffed. Anything that creates more viable builds is good in my opinion.
03/06/2013 11:08 AMPosted by Technovikingwhy do you put "by Gosu" in the thread title? Do you think that we cannot see who authors threads? get over yourself
03/06/2013 02:46 PMPosted by Gosuwhy do you put "by Gosu" in the thread title? Do you think that we cannot see who authors threads? get over yourself
I put it in there so people like you would give the thread free bumps. Thanks for your contribution! :D
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