+1
Thanks for your feedback, but I feel like a few people might still be going for leaderboard rankings towards the end of the current season. This may be valuable information for them (if they were not aware of it until now).
Apparently, we can't + posts in these news threads, that's unfortunate.
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Hey clueso, nice to see you on DFans. I agree with the anti-elemental standpoint, which a number of players/posters have taken (across both forums). In theory, it would be nice to have gems relating to each elemental damage type; unfortunately, the runes are simply not balanced well enough at this time to make them an attractive option. Take the case of cold EP for example; there would be no reason to build around any other element. The same could have been said for ET - Raging Storm pre-nerf.
To make this concept work properly, each element would need to serve a specific function, with each elemental gem boosting said function across the board. The foundation simply does not exist at the moment, which makes the prospect seem unappealing.
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As Bagstone mentioned, it is much too early to give a definite answer. For an analysis of currently trending builds (based on the current PTR iteration), read Wudijo's post (linked below).
Group Play PTR Feedback
I'm a little surprised that R6 Monk wasn't mentioned as a tested build, so hopefully they get around to doing that at some point.
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Sunwuko has gone through a few changes over time, I definitely prefer this iteration to the + daibo dmg version of old. The 4pc effect has not stood the test of time and needs to be updated or completely changed (the decoys deal crap damage and the taunt effect is either minimal or non-existent). On the other hand, the 2pc bonus is great and definitely suits the build; as for the 6pc bonus, it needs some tweaking.
Consider that Kyo belt is generally regarded as a mandatory equip in a sunwuko setup; what is the value of +% SW damage when firstly, SW deals garbage damage anyhow and secondly, it's damage scales off of SW stacks, which you are spending to gain benefit from the set; this is counter-intuitive. I think an appropriate solution is to have crits generate a separate sunwuko stack; this would mean that your SW won't lose damage and you won't need to re-apply SW (at additional spirit cost, on a heavy cost spender build). I also think the base dmg value of SW needs to be buffed, adding a valuable AoE dmg source to melee (and TR in particular) builds.
As for the 4pc, I think the taunt effect needs to be more powerful and more reliable, to suit a TR setup (since TR is easily the weakest element of this build, due to a lack of AoE capability). In addition, I think TR needs to be revamped, to align with other channeled skills, gaining a natural damage bonus over time (essentially mimicking the Flurry rune, minus the AoE effect and preferably requiring a shorter duration to max out). I think this would go a long way towards bringing TR closer to the LTK and Bell variants of the set.
EDIT:
I think matching the ramp up on TR with the ramp up on Taeguk would be ideal, as they would be used together.
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Your gear setup seems fine. The only suggestion I would make is to swap out witching hour for Hunter's Wrath, this helps to keep your discipline maxed to ensure max dmg on each multishot.
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Adding an important note for your DH. Currently, you are missing the 6pc bonus, since you do not have the chest and are not cubing RoRG.
As for your barb, your best option (based on current setup) is to swap out IK boots or chest for Raekor boots or chest (so that you have 5 Raekor / 3 IK + RoRG). On top of this, you may want to consider either a HF ammy for an extra passive, or swapping F+R out for Endless Walk (Ring + Ammy) and equipping a unity for more toughness (important to equip unity and invincible relic on follower).
As an aside, many of your gears have rolled without the preferred primaries, although this shouldn't impact too heavily while farming GR 60-.
0
GR 1,000+ here we come.
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Obviously, the availability of the datamined info tells us that PTR is nearby. I'm pretty sure 2.4.1's PTR started about 1/2 - 2/3 way through S5, so I am expecting PTR to commence any time within the next 2 weeks, assuming that my memory is correct AND that the same pattern is followed. So far we know that 3 sets are being tweaked (Firebird, Akhan and 1000 Storms) and that new legendary items are being added, but this does not rule out the possibility of further changes.
Personally, I'm still waiting for some minor changes, which I had expected during 2.4.1 PTR, such as adding Corrupted Ashbringer to cube and tweaking Magefist. Frostburn and Magefist were added to cube at same time, Frostburn's leg power was tweaked and the 20% dmg bonus was built into it. On the other hand, Magefist just got it's guaranteed fire % roll changed to a leg power roll, which seemed like a job left half-done.
0
Non-seasonal already has exclusive content, legacy items; they make it possible to play certain builds which cannot exist in season. A great example would be "duplicate" equips, whereby 2 different versions of the same item can be equipped at once (such as 300th spear, oculus ring, fist of az, and the list goes on).
"you will get to the point in seasons that if your goal is to get as high a Paragon point score as is possible playing seasons then you'll reach a point where you have no choice but to play non seasonal "
This doesn't make sense at all. By playing seasons, you are not being forced to play NS. If you wanted to, you could immediately delete your rolled over chars as soon as a season ended and either never pick items out of mail, or simply delete them altogether and wait until the next season begins. Seasons serve to provide competition (and marginal benefits, i.e. stash tab), to the extent that everybody must start from scratch and has the same gearing options available. Non-season is where all of the hard work put into seasons is accumulated post-season, so that the efforts are not lost.
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Seasonal characters start from scratch, with nothing to their name, that is the whole idea of a season. Non-season already exists for what you are suggesting. Seasonal characters get converted to non-seasonal at the end of a season (items get mailed across, paragon exp gets added to your NS paragon), therefore you never lose progress. This aspect of the paragon system works flawlessly and requires no change. The idea of retaining paragon across seasons sounds like the worst idea I've ever heard, especially in its currently "broken" (less than optimal) state.
1
Honestly, I think the larger issue here is that firebird and Tal are too powerful. If Vyr gets pushed up to the same level as these other sets, there is no way for a different class to take up the DPS role, unless all sets and items see significant buffs, which just works out as unnecessary power creep. As I see it, the better option would be to find a good place (in terms of power) for Vyr's and then scale the other sets down to it's level; this way you are choosing a build based upon its play-style, rather than its dmg multipliers. Honestly, the same is true for all sets and skills in the game. I personally think that all dmg values should be much closer together within and across classes; you simply can't have balance without comparable dmg values. Obviously, fixing the main issue (as I see it) is a considerably larger task and one which is never likely to be corrected properly, so that's basically a pipe dream. Changing sets though, that's easy.
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I understand that you were simply addressing the general statement, but it was a statement which you took out of context. For everyone's sake, I will amend the original statement.
No one's going to work with D2's 18+ yo code dude.
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To target specific gears; use blood shards, upgrade rares and consider re-rolling legendaries (for ancients).
The following reddit article was promoted on DFans a few weeks back and may help for case by case material cost comparisons (with regard to efficiency).
Leg Re-roll vs Upgrade Rare
The following is a link to a spreadsheet which makes this information more usable.
Drop Rates and Blood Shard Costs
Here is a post explaining how the 2 links can be used together.
All credit to original posters.
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The videos you were watching reflected one or many states of the PTR, prior to its live launch. The live servers currently run patch 2.4.1. You should review the patch notes to familiarise yourself with the changes.
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There are many reports of invisible mobs atm, largely affecting Grotesques, which are currently prone to a range of issues.
1
@ Demonmonger:
I am surprised at your lack of faith in Bagstone, seeing as you are a regular on these forums and can surely see much of the good that he does here. I'm not about to defend him to the death or anything, but I think we both know him well enough (as a forumite) to understand that his opinions on this matter have been stated as just that, and not as an official ruling by a moderator. In other words, Bagstone is a human being (presumably) just like any of us, who forms and expresses his opinions as a member of the community, and his comments should be considered with this in mind.
@ raginrob:
Calling a moderator a "wanker" is not a smart move.
@ TOPIC:
Pulling the plug would be a drastic action. D3 is not going to go away overnight, its playerbase is still sufficient enough to promote Blizzard's range of products and maintain the brand name. Ending service for a game and making considerations for a new expansion/title are 2 completely separate discussions and should remain as such. I will agree that gameplay will eventually become stale over time; this is a universal truth, as nobody can be expected to perform the same routine endlessly. As others have suggested, if you are not feeling rewarded/enjoyment from your in-game experiences, consider taking a break or playing less frequently. I have taken numerous breaks from D3 over the years and always seem to come back every now and again, as content is updated.