Diablo® III

Blizzard, a serious word regarding meteor

10/03/2012 05:12 PMPosted by TehGrimZa
That said, skill synergy isn’t where we want it to be for wizards at the moment, and we’re looking at ways to improve that for the future


So then why don't you take out the junk spells, and runes and gives us something that could actually work. And I'm speaking of things that are constant, or direct damage. Things that are random or % chance, they just don't hold up. The random and % chance spell I speak of is the Arcane Torrent Death Blossom, totally useless.


That's the problem, there's too many junk spells that are completely useless, and what do they do? Nerf the only ones that work so the useless ones look a little better in comparison?

Is that really your plan, Blizzard? Make us choose the least bad abilities from a mountain of crap?
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While the proc coefficient on Meteor and its runes is indeed being nerfed, this change really should be viewed within the full context of the patch. Patch 1.0.5 not only introduces [url="http://us.battle.net/d3/en/blog/7155884/Developer_Journal_Defensive_Bonuses_and_Monster_Damage-9_14_2012"]changes to defensive bonuses and monster damage[/url], but also the Monster Power system, and [url="http://us.battle.net/d3/en/blog/7100052/Developer_Journal_Crowd_Control_Changes-9_5_2012"]numerous crowd control improvements[/url]. Combined with the Meteor’s lowered AP cost and decreased delay between cast and impact, these changes made it so Meteor was more appealing to everyone, which is fine. But they also made the skill extremely efficient (in fact: too efficient) to get Critical Mass procs and 100% CC uptime. Efficiency is good, but there needs to a balance. The skill is still very strong, so the tuning on its proc coefficients will hardly trivialize Meteor builds, and we anticipate that it will be brought back to roughly where it is currently in patch 1.0.4.

That said, skill synergy isn’t where we want it to be for wizards at the moment, and we’re looking at ways to improve that for the future. The sort of changes we’d like to do are more involved than simple numbers-tuning, though, and they weren’t able to make it in with this patch. But we are absolutely working on them.


Will this be the same excuse you're going to use for the proc rate nerf on spectral blade? And what do you mean more involved than simple numbers-tuning? It's only been exactly that regarding skill changes. You've either been raising or reducing damage and proc rate to balance things. If that isn't simple numbers-tuning, I really don't know what is.
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It means they need to redesign how CM works. And not just double or halve proc coefficients. [Gasp!]
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Is that really your plan, Blizzard? Make us choose the least bad abilities from a mountain of crap?


Wait, was it suppose to be different?

Blizz's new slogan

"We know fun. You don't." ™
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hey

other classes are fun

just not wizards in 1.05
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While the proc coefficient on Meteor and its runes is indeed being nerfed, this change really should be viewed within the full context of the patch. Patch 1.0.5 not only introduces [url="http://us.battle.net/d3/en/blog/7155884/Developer_Journal_Defensive_Bonuses_and_Monster_Damage-9_14_2012"]changes to defensive bonuses and monster damage[/url], but also the Monster Power system, and [url="http://us.battle.net/d3/en/blog/7100052/Developer_Journal_Crowd_Control_Changes-9_5_2012"]numerous crowd control improvements[/url]. Combined with the Meteor’s lowered AP cost and decreased delay between cast and impact, these changes made it so Meteor was more appealing to everyone, which is fine. But they also made the skill extremely efficient (in fact: too efficient) to get Critical Mass procs and 100% CC uptime. Efficiency is good, but there needs to a balance. The skill is still very strong, so the tuning on its proc coefficients will hardly trivialize Meteor builds, and we anticipate that it will be brought back to roughly where it is currently in patch 1.0.4.

That said, skill synergy isn’t where we want it to be for wizards at the moment, and we’re looking at ways to improve that for the future. The sort of changes we’d like to do are more involved than simple numbers-tuning, though, and they weren’t able to make it in with this patch. But we are absolutely working on them.


Every class need to be able to continually replenish its health and resources in order to HAVE FUN playing the game. every time we find a way to do this, you stomp on it with the diversity hammer. Balance is a good thing but not at the expense of fun! Why don't you get that!?

Bring back the CM Wiz.
Leave the WW Barb alone.
Look at all the other classes and give them the same fun factor!
Buff, buff, buff!
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While the proc coefficient on Meteor and its runes is indeed being nerfed, this change really should be viewed within the full context of the patch. Patch 1.0.5 not only introduces [url="http://us.battle.net/d3/en/blog/7155884/Developer_Journal_Defensive_Bonuses_and_Monster_Damage-9_14_2012"]changes to defensive bonuses and monster damage[/url], but also the Monster Power system, and [url="http://us.battle.net/d3/en/blog/7100052/Developer_Journal_Crowd_Control_Changes-9_5_2012"]numerous crowd control improvements[/url]. Combined with the Meteor’s lowered AP cost and decreased delay between cast and impact, these changes made it so Meteor was more appealing to everyone, which is fine. But they also made the skill extremely efficient (in fact: too efficient) to get Critical Mass procs and 100% CC uptime. Efficiency is good, but there needs to a balance. The skill is still very strong, so the tuning on its proc coefficients will hardly trivialize Meteor builds, and we anticipate that it will be brought back to roughly where it is currently in patch 1.0.4.

That said, skill synergy isn’t where we want it to be for wizards at the moment, and we’re looking at ways to improve that for the future. The sort of changes we’d like to do are more involved than simple numbers-tuning, though, and they weren’t able to make it in with this patch. But we are absolutely working on them.

So meteor is too good, but barbs are balanced right? Fail logic, fail post, fail game.
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This is slightly better than no response.

At least it's clear, despite being obscure about their intentions, that they simply don't understand the wizard class. Which is curious, because they were the ones that created it in the first place.

If there's ever been an indication that it's time to abandon your wiz for a barb (or a break from Diablo 3), imo this is it.
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You guys don't understand fun. End game fun is spamming powerful spells in a ARPG and feeling like a god. That's what archon is for example, he spams 450% of his DPS in a line and is he moves fast enough can keep it up forever. That's what WW barbs are and they love they crap out of their build.

With nerf of metoer procs they don't even pay for themselves, thus not spammable. No gear check. Just wont work even with best gear, best reduction to metoers and runes. They are also absolutely useless to kite with due to delay in drop. So no one will use them. Good job blizz way to ruin fun and diversity.

One more nerf and I'm out.
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10/03/2012 01:35 PMPosted by Vaeflare
The skill is still very strong, so the tuning on its proc coefficients will hardly trivialize Meteor builds, and we anticipate that it will be brought back to roughly where it is currently in patch 1.0.4.

Does the balancing team even know what they're doing? Halfing (or so called 'tuning') the proc coefficients for Meteor completely trivializes Meteor builds. Meteor builds require a high crit chance and arcane power on crit to maintain the onslaught of Meteors. You have now just doubled the requirements in order to maintain a meteor build. It is nowhere close to what it was in patch 1.0.4, but a heck of a lot worse.
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10/03/2012 05:58 PMPosted by KillFrenzy
The skill is still very strong, so the tuning on its proc coefficients will hardly trivialize Meteor builds, and we anticipate that it will be brought back to roughly where it is currently in patch 1.0.4.

Does the balancing team even know what they're doing? Halfing (or so called 'tuning') the proc coefficients for Meteor completely trivializes Meteor builds. Meteor builds require a high crit chance and arcane power on crit to maintain the onslaught of Meteors. You have now just doubled the requirements in order to maintain a meteor build. It is nowhere close to what it was in patch 1.0.4, but a heck of a lot worse.

The devs balancing team are complete morons. You are exactly right that they don't know !@#$ because all they do is half EVERYTHING and don't realize they just nerfed the skill into the ground. Meteor brought back to where it was in 1.0.4? Are they kidding? It sucked to begin with so they're gonna just raise it from useless to crap again. This is great.
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So without anything in place yet to compensate for the nerf / lack of spell synergy you're just going to go ahead and make it so that Wizards will be a 3rd rate class to play for a few weeks/months?
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10/03/2012 01:35 PMPosted by Vaeflare
While the proc coefficient on Meteor and its runes is indeed being nerfed, this change really should be viewed within the full context of the patch. Patch 1.0.5 not only introduces [url="http://us.battle.net/d3/en/blog/7155884/Developer_Journal_Defensive_Bonuses_and_Monster_Damage-9_14_2012"]changes to defensive bonuses and monster damage[/url], but also the Monster Power system, and [url="http://us.battle.net/d3/en/blog/7100052/Developer_Journal_Crowd_Control_Changes-9_5_2012"]numerous crowd control improvements[/url]. Combined with the Meteor’s lowered AP cost and decreased delay between cast and impact, these changes made it so Meteor was more appealing to everyone, which is fine. But they also made the skill extremely efficient (in fact: too efficient) to get Critical Mass procs and 100% CC uptime. Efficiency is good, but there needs to a balance. The skill is still very strong, so the tuning on its proc coefficients will hardly trivialize Meteor builds, and we anticipate that it will be brought back to roughly where it is currently in patch 1.0.4.


The "full context" you speak of with CC "buffs" and mob damage "nerfs" are all negated by turning on MP. And for a skill that has such a ridiculous AP cost, having such a low proc coefficient is really unacceptable. Everything else is just a dog and pony show to distract people from the fact that CM builds aren't going to work for the vast majority of wizard players.

10/03/2012 01:35 PMPosted by Vaeflare
That said, skill synergy isn’t where we want it to be for wizards at the moment, and we’re looking at ways to improve that for the future. The sort of changes we’d like to do are more involved than simple numbers-tuning, though, and they weren’t able to make it in with this patch. But we are absolutely working on them.


I hope "the future" is 1.06. And I really hope that "ways to improve" doesn't mean backhanded "buffs" along the same lines of what you've done to Meteor.
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10/03/2012 06:10 PMPosted by Atanatar
So without anything in place yet to compensate for the nerf / lack of spell synergy you're just going to go ahead and make it so that Wizards will be a 3rd rate class to play for a few weeks/months?


Seems like it. "Passing the buck" as it where is a silly, silly cop out, especially in a game that has faced especially sharp criticism since launch. I can understand wanting to keep a cool head in attempts to balance things, but this is just...wat. You don't say "Hey, this feels too powerful, but you guys have poor options outside of it. So let's make this powerful build near useless, and fix you guys later. Have fun in the interim." That's just exceedingly poor PR management, and does NOTHING except alienate a player base.

That's why I quit this POS game a few days back. This just confirmed I was right in quitting because they're gonna just let wizards be useless for a couple of months until a real patch makes them viable again.
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Please please just REMOVE critical mass.

So you can stop gutting every skill and ability.... This is just getting stupid.

All the tooltips basically lie now since none of the proc skills work with any of the other skkills because of the horrible coefficients, all in a vain attempt to *fix* critical mass...

This is just stupid.....

At this point the wizard skills basically need a complete rewrite. Im getting more annoyed at the set of wizard skills every day, and its really starting to wear me down.
Edited by Caladel#1386 on 10/3/2012 6:37 PM PDT
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The sort of changes we’d like to do are more involved than simple numbers-tuning, though, and they weren’t able to make it in with this patch. But we are absolutely working on them.


This is an extremely troubling line for many to read, it sounds like you're going to redesign the class from the ground up and leaves me feeling like the class I enjoy the most is just a failed experiment in your eyes.
Edited by Plaguemire#1699 on 10/3/2012 6:43 PM PDT
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That said, skill synergy isn’t where we want it to be for wizards at the moment, and we’re looking at ways to improve that for the future. The sort of changes we’d like to do are more involved than simple numbers-tuning, though, and they weren’t able to make it in with this patch. But we are absolutely working on them.


Some day in the sweet by and by there might be an effective wizard build that is fun and effective to play that Blizzard does not nerf. I certainly hope the wizard will eventually be able to do something besides run for his life or kite in circles forever.

I'll be playing something else in the meantime.
Edited by GrumpyOldWiz#1874 on 10/3/2012 6:45 PM PDT
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