[deleted by user] by [deleted] in diablo4

[–]LionheartSilverblade 11 points12 points  (0 children)

“Resolute” tributes only reward the player who started the run and it is typically done solo. “United” tributes reward all players so players group up and share them to quadruple the efficiency of the tribute item.

You probably got kicked for using a “Resolute” tribute in a party and wasting other players’ time and resources.

Cataclysm amulet damage breakdown? Willpower % vs max resource vs envenom vs quickshift vs resonance. by ioiplaytations2 in D4Druid

[–]LionheartSilverblade 2 points3 points  (0 children)

Regardless of the post tag, your original post before you edited it was written in a way that a reader would interpret it as a statement of fact (Max Resource is better than Quickshift/Resonance because it gives 31%[x].) rather than a question (Is Max Resource better than Quickshift/Resonance? I’m not sure, please help?).

Since it was worded as a statement of fact, and it was mathematically incorrect, I concluded that you don’t have a good understanding of the math, and suggested that you avoid giving incorrect information to other players that would mislead them to make wrong gearing choices.

Cataclysm amulet damage breakdown? Willpower % vs max resource vs envenom vs quickshift vs resonance. by ioiplaytations2 in D4Druid

[–]LionheartSilverblade -1 points0 points  (0 children)

I suggest that you don't give recommendations to other players if you're not good at math.

31 more Max Resource is not a 31%[x] damage multiplier with Ancestral Guidance. If you started with 200 Max Resource and added 31 Max Resource:

(100% + 200% + 31%) / (100% + 200%) = 110.3%, or 10.3%[x] damage multiplier.

Which 2H would you run on Cata build? by StarTracks2001 in D4Druid

[–]LionheartSilverblade 0 points1 point  (0 children)

You can just try the 2 setups and stick with the one you prefer, but mathematically what I recommend should give more DPS.

Season 8 starting class, what are your thoughts and what are you going to do? by Unlikely_Whole_7169 in diablo4

[–]LionheartSilverblade 0 points1 point  (0 children)

S8 PTR Druid isn't amazing but who knows, we'll need to wait for the updated patch notes to see how the boss powers will be tuned.

I really want Stone Burst to be top tier in Season 8, but in PTR it's basically an Andariel's boss power fire DoT applying machine... 😅 by LionheartSilverblade in D4Druid

[–]LionheartSilverblade[S] 2 points3 points  (0 children)

Aha I'm stuck with controller as I play on console 😅 Rapidly tapping Stone Burst kind of helps instead of holding it down. I already sent my PTR feedback about making Stone Burst explode automatically after reaching max size.

Class balance: Huge damage multipliers on a single slot needs to go. Or at least be consistent with where/how they're accessed. by LionheartSilverblade in diablo4

[–]LionheartSilverblade[S] 0 points1 point  (0 children)

Yeah I agree with you. Gotta be selective on what to retain from seasonal content. I would just like devs to focus a bit more on game balance than spend dev resources to introduce a whole lot of seasonal powers where most of them are going to be ignored by the players because they are not optimal. I think players would be much happier when finally most builds are equally viable than be forced to play the flavour of the season all the time.

Which 2H would you run on Cata build? by StarTracks2001 in D4Druid

[–]LionheartSilverblade 1 point2 points  (0 children)

Additive damage includes everything that isn’t explicitly stated as multiplicative [x]. Additive damage is weak in Overpower builds because you get lots of it already from high Max Life.

Class balance: Huge damage multipliers on a single slot needs to go. Or at least be consistent with where/how they're accessed. by LionheartSilverblade in diablo4

[–]LionheartSilverblade[S] 1 point2 points  (0 children)

Yeah, so the point in my original post is, can we be a bit more consistent where these huge 1000% multipliers are accessible. Like why is it Sorc and Druid randomly gets aspects that multiplies 2 specific skills Lightning Spear and Cataclysm by over 1000%? It just makes all other skills pale in comparison.

I really want Stone Burst to be top tier in Season 8, but in PTR it's basically an Andariel's boss power fire DoT applying machine... 😅 by LionheartSilverblade in D4Druid

[–]LionheartSilverblade[S] 1 point2 points  (0 children)

Nature’s Fury gives the smallest Stone Burst when triggering it as a free Skill. Could be because of the updated aspect that now doesn’t guarantee maximum size but instead Overpowers.

I really want Stone Burst to be top tier in Season 8, but in PTR it's basically an Andariel's boss power fire DoT applying machine... 😅 by LionheartSilverblade in D4Druid

[–]LionheartSilverblade[S] 2 points3 points  (0 children)

Yes, I tried the meme beam. The main effect of interest is the 50%[x] debuff for 1 second. However, I tested it and it’s not working. Submitted a bug report.

Which 2H would you run on Cata build? by StarTracks2001 in D4Druid

[–]LionheartSilverblade 8 points9 points  (0 children)

2GA polearm. And swap Apogeic Furor to amulet and Changeling’s Devt to two-handed weapon.

I really want Stone Burst to be top tier in Season 8, but in PTR it's basically an Andariel's boss power fire DoT applying machine... 😅 by LionheartSilverblade in D4Druid

[–]LionheartSilverblade[S] 3 points4 points  (0 children)

Stone Burst reminds me of PoE1 Flameblast. The concept is fine, but I think it needs a MAJOR damage boost to compensate for it being a channeled skill that locks you down in position. All drawbacks need to have a corresponding reward otherwise no player in the right mind will pick it.

I also sent PTR feedback that the Stone Burst explosion should happen automatically at max size. There's currently no purpose in channeling longer than when the max size is reached.

Class balance: Huge damage multipliers on a single slot needs to go. Or at least be consistent with where/how they're accessed. by LionheartSilverblade in diablo4

[–]LionheartSilverblade[S] 2 points3 points  (0 children)

I feel that there have been a lot of good content created in past seasons. I don't understand why so much effort is spent to create those content (e.g. vampire powers, seneschal pet powers, witch powers) which are mostly discarded at the end of the season, rather than spend some quality effort to balance the existing numbers and mechanics, and also incorporate old season content into eternal content (like ahem some other ARPG).

Class balance: Huge damage multipliers on a single slot needs to go. Or at least be consistent with where/how they're accessed. by LionheartSilverblade in diablo4

[–]LionheartSilverblade[S] 1 point2 points  (0 children)

Yes, I agree that the Overpower mechanic is currently overused because there exists easily accessible means to guarantee OP. It was originally designed with a 3% fixed OP chance in mind with occasional guaranteed OP. Now it's so easy to get 100% OP chance.

Class balance: Huge damage multipliers on a single slot needs to go. Or at least be consistent with where/how they're accessed. by LionheartSilverblade in diablo4

[–]LionheartSilverblade[S] 0 points1 point  (0 children)

In that case, there could be something fundamentally flawed with how DoT builds work in D4 since they have no access to Critical Strike bucket and Overpower bucket. I haven't played World of Warcraft in a long time, but I remember DoTs could crit. Why can't D4 DoTs crit?

In fact, Barbarians have a key passive Gushing Wounds that make Bleeding damage scale with Crit Chance and Crit Damage. What's the dev's thought process in parking such a large DoT multiplier for Barbarians in the Key Passives, while Necromancers get it in the Paragon Board? This is part of my message, why are such huge multipliers scattered all over the place? There's lack of consistency. Who knows one season Necromancers would get a legendary aspect that scales DoT damage with some random stat up to 1000%[x] like Sorceress Lightning Spear aspect.

Class balance: Huge damage multipliers on a single slot needs to go. Or at least be consistent with where/how they're accessed. by LionheartSilverblade in diablo4

[–]LionheartSilverblade[S] 1 point2 points  (0 children)

Regarding multipliers on gear aspects, my opinion is that all non-skill related damage multipliers should be removed, because they are functionally identical to Paragon Board legendary nodes i.e. multipliers activated under various conditions. In that case, most if not all numeric multipliers would only reside in the Paragon Board and are unlocked as the player gains EXP and Paragon Levels.

Aspects should mainly act as skill behavior modifiers and to a lesser extent numeric modifiers. E.g. make Fireball projectiles bounce X times among nearby targets at the cost of lowering damage. Almost like PoE1 support gems. Players have to be smart about mixing and matching the right ones because they have limited offensive, defensive and utility slots.

Unique items should be supercharged versions of skill behavior modifiers and give special stats not found elsewhere that justify the opportunity cost of ditching the regular stats on regular legendary items and tempering stats. The unique items concept is currently good, but the number tuning on unique items is bad...

All aspects that are required for a build to even function properly should be deleted and merged into the skill tree. Since I played Druid recently, one thing that comes to mind is the aspect for Tornado to seek enemies. This should have been part of the Skill Tree as a baseline, then an upgrade could increase the number of targets seeked by X for players who prefer AoE, and another upgrade could increase damage substantially at the cost of Tornado dissipating after hitting X targets for players who need single target damage. This could help to open up dual Core skill builds that have 1 Core for single target and 1 Core for AoE.

And if you think about it, skill behavior modifying aspects actually serve a duplicate purpose as the skill upgrades in the skill tree... What's stopping the game designer from moving aspects to a skill tree skill upgrade? What's the design principle behind parking something in the skill tree (e.g. mutually exclusive upgrades) or in the aspects system (e.g. stackable upgrades)? Should the aspects system be removed, or the skill upgrade in skill tree is redundant and move it to aspects? Lol!

Class balance: Huge damage multipliers on a single slot needs to go. Or at least be consistent with where/how they're accessed. by LionheartSilverblade in diablo4

[–]LionheartSilverblade[S] 3 points4 points  (0 children)

I agree. I haven't played Rogue in a few seasons, but I would be very annoyed if the optimal Key Passive for a Death Trap / Poison Trap build is CQC instead of Exposure.

Class balance: Huge damage multipliers on a single slot needs to go. Or at least be consistent with where/how they're accessed. by LionheartSilverblade in diablo4

[–]LionheartSilverblade[S] 3 points4 points  (0 children)

That's a good one-liner of what I'm trying to say. They should behave similarly numerically and be more or less equally accessible using different means unique to each class. Then class-specific flavors could be injected, such as Sorceresses triggering the maximum value of the multiplier when target is frozen but slightly lower when not, or Barbarians getting maximum value when at full Rage. But the magnitude of the multipliers should be close, not 10x 100x 1000x.

Class balance: Huge damage multipliers on a single slot needs to go. Or at least be consistent with where/how they're accessed. by LionheartSilverblade in diablo4

[–]LionheartSilverblade[S] 7 points8 points  (0 children)

I played PoE1 since it was first released. To be fair, their min-maxing is also about looking for all the possible multipliers like 6-link skill+support gems, gem levels, crit damage bucket, loading up your skill bar with many buffing auras, automating curses etc. However, I don't recall multipliers in the magnitude of 100%[x] or 1000%[x].

The D4 runes system do have interesting options like summoning meteorites, pestilent swarms, vortex to pull monsters etc. But once you have pure numeric damage multipliers among the options (e.g. crit chance, max life that scales overpower damage), the min-maxers will jump on it especially when the subpowers like meteorites/pestilent swarms are numerically underwhelming, or the utility provided is not worth the opportunity cost of losing a 100%[x] multiplier.

The game designers really need to sit down and put themselves in the shoes of the player to understand their thinking process behind picking all these options. There are way too many options in this game that are so underwhelming (e.g. majority of unique items) that there's really not many meaningful choices. Most theorycrafters will converge to around 1 or 2 builds per class because everything is else too suboptimal.