Yeah but monk is available at level 25, not level 1, so it doesn't make sense to add monk specific gear before d3 ...i was playing and i saw... if you go monk... you have only 1 hat you can use ... bandana of the sunlord right and only 1 relic too before d3 so monk before d3 is like shit...?
i mean a really good item for monk could drop from this new boss... :X
i was playing and i saw... if you go monk... you have only 1 hat you can use ... bandana of the sunlord right and only 1 relic too before d3 so monk before d3 is like shit...?
i mean a really good item for monk could drop from this new boss... :X
Alright I just thought I'd throw these two into the giant pool of complaints.
1. Demoralising shout on crusaders
That skill was easily the best skill for a squire, after vigorous testing, it's fairly clear to see that Crusaders have now become below average aoe tanks. Setting up crucify was hard enough with demo due to its fancy shape, but without it things like waves can just be goddamn frustrating. The skill was an important aoe initiation skill used by EVERY squire in the history of gaias, save maybe tsumo, and giving it to a single target dps class seems ultimately pointless.
I suggest putting demo back on saders, and maybe moving gaping wounds to a zerker only skill as that seems more orientated to the class.
2. 100% Fire Res
The Blazing Flame has become a goddamn joke. Once one of the most intimidating bosses in d3, it's now pissshit easy. I suggest, as I did before, putting a cap on resistances, say 75%. No amount of wisdom or gear prevents a human being from getting burned in the fucking face. By all means allow people to reduce damage but not resist it completely.
In saying this, I think what you mentioned before Zwieb was a tradeoff in gear or something in order to manage resistances. I get that, I do. But the tradeoff for near immortality, save for minions, is minor, and completely manageable with dps classes anyway.
Only several classes can really reach the 100% but those that do can only die to minions, which is a bit shitty.
So it comes down to either balancing all further content around possible maxed resistances, giving firelord a physical based spell to cover max resistances (maybe change dust to dust or something idfk), or change the cap and make a once challenging boss more entertaining.
These are suggestions after all, but please Zwieb, despite your overload of work do consider them as I only put shit up in here if I find in necessary. Making a challenging game easy is not what I want to see.
You also have to consider that in v1.2 I believe your resistances will be able to go negative and situational gear will become very high in priority to my understanding. Having high resistances now might not mean shit in 1.2 when players get like -40% resistance or something. So I think it might be fine as it is, but perhaps set a flat cap to where no matter how much Resistance gear you acquire you can never go above 90% or something. That would fix this issue that way no one ever truly becomes 100% immune. This will result in no matter how much gear you get you still need (some) skill
We have had this discussion before and Zwieb said no.
1.2 will be a lot different since there wont be many (or any at all) undeads, I also think it was mentioned that there will be other types of magic damage used in boss fights than Fire Damage.
Even if there is boss with a lot of fire damage your FR-items from pre-D4 will have so low damage compared to the new ones that it might not be worth the lack of damage.
I think the resistances are fine, since the fr gear from d3 is gonna be the highest reistances gear, zweib has said this, but demo shout yes, needs to go back on sader, and gaping wounds goes on zerker.... also 2 lazy 2 post 2 potsts, I think demo shout is bugged, or tooltip wasnt fixed, when I use it, it decreases attack power by roughly 15% andy as a example, when I use demo shout at andy, he has less than 100 AP yet, I decrease his ap by 13 or 14.
I think the discussion about putting a resistance cap on heroes has a valid point. I'm convinced and will put the requested resistance cap of 75% in.
About demo shout, I'm gonna investigate the damage reduction issue reported and check wether the numbers are correct.
I feel the change with demo shout being moved to berserkers was a necessary change. Crusaders have simply become way too good in AoE tanking and that had to be fixed - and from the comments here, I think it works.
Just try to accept the new challenge that comes with tanking masses of units and embrace it. I'm definitely not going to put the "instant AoE snap aggro button" back on crusaders, because tanking groups of enemies SHOULD be a challenge, even for crusaders, who have a severe advantage in AoE tanking compared to monks.
Btw; nobody says that Berserkers aren't supposed to be able to offtank some enemies, especially in AoE situations. Berserkers are a mail equipment class after all. I even added an offtank talent line to Berserkers.
I should also add that this is not skyrim, so don't expect your cloth to have 0 armor. And my idea was buffing leather because every game I ever played had this Mail(heavy armor) > Leather(light armor) > Cloth(unnarmored) ratings, never suggested nerfing cloth. And pls stop talking about your logic, you are just making yourself a fool.
IRL Gambesons (aka cloth armor in games), Leather and Chain armors have a very similar protecting effect against slashing, bashing and thrusting attacks. The major difference is that they get worn out a lot faster than one and other, Cloth and leather doesn't do well against arrows but the chain one can be as easily penetrated with the right arrowhead type. Plate armor does grant a significant better protection against slashing attacks and they wont get penetrated by thrusting attacks unless the edge quality is high with enough power to penetrate it, against bashing attacks they do absorb some of the power but if you are on the ground or leaning against a wall you can expect to be pressed down to orange juice in the next second.
If we put this in a game it would make sense with the cloth armor having 10 and the mail one having 14-15 armor, however the cloth armor does not grant any protection against ranged attacks.
Can we please stop applying logic to an RPG type of map?
And no, I can not manually apply the additional damage depending on the weapon/armor type, because there is no getter for that in JASS.