A quick chat about the next PTR patch

General Discussion
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We’ve been hard at work on our next patch, which is going to bump us up to version 2.4.1. We’ll have our official PTR patch notes available soon, but we’d like to call out a few specific changes and talk about the philosophy that went into making them.

First, we’ve been looking at the prevalence of Barbarians in group play beyond Greater Rift 80 and how they’re being used. While many classes bring party-based buffs, the damage reduction of Ignore Pain – Mob Rule combined with Pride of Cassius is currently a clear outlier. As a result, we’re reducing the party benefit of Ignore Pain – Mob Rule from 50% to 25%. To ensure this doesn’t harm the overall viability of group play, we’re also reducing the damage of monsters at high Greater Rifts. This allows not only groups with Barbarians to remain near the same levels in terms of incoming damage, but it affords alternative group compositions greater survivability.

Next up, Wyatt had recently posted a bit about Taeguk. We are making some significant changes to Taeguk, as well as some other Legendary Gems.

First up, for Taeguk:

  • Taeguk will now only work for channeled powers
  • Taeguk will now stack more quickly, but also drop off more quickly. The maximum is now ten stacks, and you’ll now lose the stack after 1.5 seconds instead of 3 seconds
  • The Armor % component of Taeguk has been changed to 2% per stack

The idea here is that Taeguk will complement those moments when you’re channeling and need an extra boost. You probably won’t have Taeguk up all the time, but it won’t hurt as much when your stacks fall off as you’ll build them up much more quickly. And while the Armor % reduction will affect survivability, the reduced monster damage at higher Greater Rifts will help to balance this out. We’ll have much more to share soon on changes to other gems, which will help to make as many gems as possible work as reasonable substitutes for Taeguk.

Finally, we are changing both Twisted Sword and Solanium. What we’ve seen from group compositions is a playstyle based around Wizards spamming Energy Twister, while the group spams Health Globe generation. We’ve received a ton of feedback on these, and we agree completely that manipulation of the generation of health globes is not good for the game. Here’s what we’re changing:

  • Solanium is getting an internal cooldown (ICD) of 8 seconds
  • Twisted Sword is getting a cap at 5 Energy Twisters

This means a couple of things for users of these items. For Solanium users, you’ll still be able to generate additional health globes, but this removes any possibility of the current health globe spamming mechanics moving forward. For Twisted Sword users, Wizards who use the skill in the course of their normal playstyle shouldn’t see much of a change. However, the exponential scaling made possible by Energy Twister spamming won’t be possible anymore.

In short, you should be able to play support builds, and your Wizard should feel powerful. What we found with both of the above cases, though, is a negative effect on group dynamics and class playstyle. We’ll be taking all of your feedback during PTR to ensure we’ve hit our goals here. And, of course, thanks for all of your feedback on Patch 2.4.0.
Some feedback:

About Solanium, I hope that the % to generate a globe is drastically increased to compensate the addition of ICD. In addition, I hope that we get more items/skills/passives (and buffing existing ones, of course) that have synergy with Health Globe.

For example, we could have items like this:
-Whenever you pick (or your party) picks a health globe, you gain 50% DMR for 8 seconds.
-Whenever you pick (or your party) picks a health globe, it triggers a huge explosion, dealing high damage to nearby enemies.
-Legendary Potion: Whenever you use this potion, you also generate 1 Health Globe
-Whenever you pick a Health Globe, your Pets become enraged. They attack 25% faster and gain cleaving attack (WD only) for 8 seconds.
-etc.

03/02/2016 11:13 AMPosted by caracc
With minor balancing changes like this will we need to pick up new versions of legendary items // gems to have the changed effects or will they take effect retroactively on the 2.4 versions?


Nerfs tend to be retroactive whereas buffs are not (most of the time). Twisted Sword (old or new) will be capped at 5 (unless they increase it) and you will only be able to generate 1 globe every 8 seconds.
With minor balancing changes like this will we need to pick up new versions of legendary items // gems to have the changed effects or will they take effect retroactively on the 2.4 versions?
Bane of the Stricken
Bake it into Greater Rifts, scaling based on GR level: GR85 = gem level 85. This gem is essentially required and greatly limits your choices when attempting to push solo or group play. Could remove 25% bonus and/or make it rift guardian only.
03/02/2016 11:10 AMPosted by DoomBringer
About Solanium, I hope that the % to generate a globe is drastically increased to compensate the addition of ICD.


I agree, I hope they thought about the few WDs that may cube Solanium since globes do synergize with WD passives.
03/02/2016 10:54 AMPosted by Kauza
We’ve been hard at work on our next patch, which is going to bump us up to version 2.4.1. We’ll have our official PTR patch notes available soon, but we’d like to call out a few specific changes and talk about the philosophy that went into making them.

First, we’ve been looking at the prevalence of Barbarians in group play beyond Greater Rift 80 and how they’re being used. While many classes bring party-based buffs, the damage reduction of Ignore Pain – Mob Rule combined with Pride of Cassius is currently a clear outlier. As a result, we’re reducing the party benefit of Ignore Pain – Mob Rule from 50% to 25%. To ensure this doesn’t harm the overall viability of group play, we’re also reducing the damage of monsters at high Greater Rifts. This allows not only groups with Barbarians to remain near the same levels in terms of incoming damage, but it affords alternative group compositions greater survivability.

Next up, [url="http://us.battle.net/d3/en/forum/topic/20742464060?page=2#30"]Wyatt had recently posted a bit about Taeguk[/url]. We are making some significant changes to Taeguk, as well as some other Legendary Gems.

First up, for Taeguk:

  • Taeguk will now only work for channeled powers
  • Taeguk will now stack more quickly, but also drop off more quickly. The maximum is now ten stacks, and you’ll now lose the stack after 1.5 seconds instead of 3 seconds
  • The Armor % component of Taeguk has been changed to 2% per stack

The idea here is that Taeguk will complement those moments when you’re channeling and need an extra boost. You probably won’t have Taeguk up all the time, but it won’t hurt as much when your stacks fall off as you’ll build them up much more quickly. And while the Armor % reduction will affect survivability, the reduced monster damage at higher Greater Rifts will help to balance this out. We’ll have much more to share soon on changes to other gems, which will help to make as many gems as possible work as reasonable substitutes for Taeguk.

Finally, we are changing both Twisted Sword and Solanium. What we’ve seen from group compositions is a playstyle based around Wizards spamming Energy Twister, while the group spams Health Globe generation. We’ve received a ton of feedback on these, and we agree completely that manipulation of the generation of health globes is not good for the game. Here’s what we’re changing:

  • Solanium is getting an internal cooldown (ICD) of 8 seconds
  • Twisted Sword is getting a cap at 5 Energy Twisters

This means a couple of things for users of these items. For Solanium users, you’ll still be able to generate additional health globes, but this removes any possibility of the current health globe spamming mechanics moving forward. For Twisted Sword users, Wizards who use the skill in the course of their normal playstyle shouldn’t see much of a change. However, the exponential scaling made possible by Energy Twister spamming won’t be possible anymore.

In short, you should be able to play support builds, and your Wizard should feel powerful. What we found with both of the above cases, though, is a negative effect on group dynamics and class playstyle. We’ll be taking all of your feedback during PTR to ensure we’ve hit our goals here. And, of course, thanks for all of your feedback on Patch 2.4.0.
:) I had my fun with ET let us know what will be the next FOTM dps :D
03/02/2016 11:13 AMPosted by caracc
With minor balancing changes like this will we need to pick up new versions of legendary items // gems to have the changed effects or will they take effect retroactively on the 2.4 versions?


The changes to Taeguk, Twisted Sword, and Solanium will be retroactive.
Highly Rated
Glad to see these changes. How about going even further and making 2x dps or 3x dps end game instead of this 3x support 1x dps meta. This would make the game so much better and is what the players really want.

Also I think diminishing returns on Paragon is way overdue.

One last thing that really needs to be fixed is the lag in high gr when large groups of mobs are grouped up. This really hurts the gr experience and would enable players to use our gear, gems, abilities to the fullest potential. Having to dumb down thsese things to bandaid fix some of the lag is not good for the game. If were going to be forced to make big pulls to progress in a gr we shouldnt have to deal with this problem. This has been going on since gr was introduced and has never been fully addressed. There has to be a solution.
is this patch going to be live in season 5 later or its targeted for next season?
I am so sad to see the changes to Taeguk, it's such a versatile gem.

Now it's relegated to only channeling skills? Cuts off a lot of usefulness.
03/02/2016 11:27 AMPosted by Trashcan
Glad to see these changes. How about going even further and making 2x dps or 3x dps end game instead of this 3x support 1x dps meta. This would make the game so much better and is what the players really want.

This
03/02/2016 10:54 AMPosted by Kauza
We’ve been hard at work on our next patch, which is going to bump us up to version 2.4.1. We’ll have our official PTR patch notes available soon, but we’d like to call out a few specific changes and talk about the philosophy that went into making them.


Any new item?

Rework on old existing items?
03/02/2016 11:28 AMPosted by IMCL85
is this patch going to be live in season 5 later or its targeted for next season?


We won't be dropping the live 2.4.1 patch mid-season. The PTR patch will most likely be happening while Season 5 is still active, but that of course won't affect any of your Season 5 heroes.
03/02/2016 11:27 AMPosted by Trashcan
Glad to see these changes. How about going even further and making 2x dps or 3x dps end game instead of this 3x support 1x dps meta. This would make the game so much better and is what the players really want.


Well, the changes listed here will definitely shift the meta. The damage loss from Twisted Sword will have to be made up elsewhere, most likely by adding another dps to group compositions.

Also keep in mind these changes won't happen until next Season, which means new items and possible class changes.
03/02/2016 10:54 AMPosted by Kauza
We’ve been hard at work on our next patch, which is going to bump us up to version 2.4.1.


does this mean that next season will not be 2.5 ?

if yes is it safe to say that you guys are planning something big for the 2.5 patch ?
Now the question is: what Class, besides Wizard, will the revamped Taeguk benefit?

Any plans on buffing Rapid Fire to be on par with other classes channeled skills? Or will the new Taeguk make Rapid Fire good at higher GRifts?
Any Changes for Ulliana Monk? The Playstyle feel very underwhelming currently which is very sad. I don't speak of static charge, more of the "older" Season4 Ulliana-Monk-Build.
I sure do hope that they rework the lesser-used gems, or at least add some new gems that'll actually help the less fortunate classes.

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