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 Post subject: 1.41D suggestions
PostPosted: Thu Jul 17, 2014 8:46 pm 

Joined: Wed Sep 02, 2009 2:41 pm
Posts: 232
Suggestions if possible for 1.41D. I am basing this on the currently difficulty level.

One thing that does suck now are Frenzy barbs. You cant really tank without a shield on this patch. You should add additional life steal or maybe DR to frenzy hard points.

Also Buff the Pally absorbs through salvation to max out at 15% or something. 10 is just stupid when you can max sob and get the same amount of absorbs without having to spend 30 points. Or synergize with holy shield or smite or something that could allow a pally to have at least one offensive skill and resists.

I still think you should add the life buff from holy shield to conversion.

Pallys will be more viable now as tanks now, barbs are already good w a shield, druids for tanks needs a little love. Maybe add 1% DR per 2 hard points in Feral to help them tank a little better? Or up the life steal on Feral a little?

I feel like something should be done to bone armor maybe buff it or add DR per hard point. If you want to make a tank necro that gets in stabs and moves BA needs to play a slightly bigger role. I feel like there might be a better way but I cant think of anything else right now.


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 Post subject: Re: 1.41D suggestions
PostPosted: Thu Jul 17, 2014 11:54 pm 

Joined: Thu Aug 19, 2010 9:15 pm
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All good points Delta. Now a few of mine. Bosses keep getting stronger, more volatile damage number or spells. Spawn level gets bounced around a bit. Then we buff survival skills on close combat toons. Instead of buffing toons, scale back bosses. Then if need be scale back ranged toons a bit. As Soulmancer once said, small changes can have a huge impact on balance. We're seeing that as true in the last few patches, some find it easy others find it tediously difficult. There has been little middle ground, it's one or the other.

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 Post subject: Re: 1.41D suggestions
PostPosted: Fri Jul 18, 2014 5:48 am 
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Boss damage was brought down a little bit and melee hp was brought up a little bit. I'm hesitant to do more without more time. It's more time efficient to adjust half a dozen player skills to increase survival than it is to adjust ~40 bosses damage each with 3-6 skills to adjust too. That's a project for a bigger patch.

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 Post subject: Re: 1.41D suggestions
PostPosted: Fri Jul 18, 2014 12:52 pm 

Joined: Thu Aug 19, 2010 9:15 pm
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PureRage-DoD wrote:
Boss damage was brought down a little bit and melee hp was brought up a little bit. I'm hesitant to do more without more time. It's more time efficient to adjust half a dozen player skills to increase survival than it is to adjust ~40 bosses damage each with 3-6 skills to adjust too. That's a project for a bigger patch.
I agree Kevin, lack of time makes for smaller easier changes. I'm thinking longer term. I've noticed we keep buffing both areas usually at the same time, seems like it makes balance harder to get. More often than not, a smaller change should work instead of sweeping changes.

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 Post subject: Re: 1.41D suggestions
PostPosted: Fri Jul 18, 2014 1:29 pm 
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A lot of the survivability changes are easily reverted as most of them were just a cap increase.

In theory, you could leave the self survival skills as they are and reduce party buffs potency like bo, oak and defensive auras, so there is less need for specific characters to progress, and those party buffs are more of a small bonus rather than an absolute requirement.

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 Post subject: Re: 1.41D suggestions
PostPosted: Fri Jul 18, 2014 5:58 pm 

Joined: Wed Sep 02, 2009 2:41 pm
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PureRage-DoD wrote:
Boss damage was brought down a little bit and melee hp was brought up a little bit. I'm hesitant to do more without more time. It's more time efficient to adjust half a dozen player skills to increase survival than it is to adjust ~40 bosses damage each with 3-6 skills to adjust too. That's a project for a bigger patch.


I agree. Just suggestions.


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 Post subject: Re: 1.41D suggestions
PostPosted: Fri Jul 18, 2014 6:06 pm 

Joined: Wed Sep 02, 2009 2:41 pm
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kwikster wrote:
All good points Delta. Now a few of mine. Bosses keep getting stronger, more volatile damage number or spells. Spawn level gets bounced around a bit. Then we buff survival skills on close combat toons. Instead of buffing toons, scale back bosses. Then if need be scale back ranged toons a bit. As Soulmancer once said, small changes can have a huge impact on balance. We're seeing that as true in the last few patches, some find it easy others find it tediously difficult. There has been little middle ground, it's one or the other.


Valid Points Kwik. The last full 8 player game I was in on HC the team really didnt have problems (it was norm though). The challenge is gettin 8 people on with the small community. If we do tier down the overall difficulty then we'll have elite players killing hell baal in 3 days or people will complain that changes need to be made to stop rushing or that its too easy. Thats how the anti-rush measures got put in and it really didnt stop it. Its a constant balancing act and a moving target. I agree though I'd rather not make changes in haste without testing.


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