If you read the entire post correctly, I doubt it affects solo play much. I mean in all honesty, which solo build rely's on self healing skills?
The meta wont change much while 50% of the sets in the game are total garbage at the same time LoN being nothing but a thing to house..4 gr builds maybe. 4! Out of a game that you can make dozens per character skill combinations that make sense. All of those should work in a sense but...here we are.
The nerf to some damage buffs can easily be reworked/coded to affect groups and not solo in the nerf, such as "for each player this buff affects, its impact is lowered by 50%". This means that for a 2 player group, the buff provides 50%, 3 player is 25% and 4 player would be 12.5% while still allowing a 100% buff increase for solo. I am not sure they will do this from the start, so we may have to go a single season without that coding, but I expect it by season 8.
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I disagree with your second paragraph, because without CC, the Mobs will 1shot 2 of the 4 members as they are built with low toughness to maximize CDR.
Other than that, I agree with your post.
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And this is being changed and theorycrafted every single day.
They are already removing perma CC which harms the ability to properly pull and kill mobs the way the top groups are doing it. They are also dramatically reducing the amount of damage that creatures do in general, which does open up the window for more builds like a frenzy+IK+HOTA build.
We are far to early in PTR to make any real conclusive statements, but at this moment I would say the gap went from around a 50% gap to only a 10-15% gap, and could still close or widen through the PTR process.
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I disagree, adding bane of the trapped gives you an additional multiplicative bonus that absolutely makes T6 less eventful. I envision a T6 difficulty that would require you to at least have your 6piece set, and 2-3 lvl 25 gems to clear it. And make it so that you can only obtain Ancient legendary items in T6 and GR35 or higher.
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This is off topic, but something I have also thought about. I think there needs to be a MS cap so that group play feels like a group, rather than just 1 player running off into the distance 1 shotting everything.
You could potentially pool the MS boost in the group and then divvy an average up equally to all players? Or something along those lines.
Now back to topic, I am in agreement with CrayZ here. I think they simply need to rebalanced the current T1-T6 bonus and difficulty to account for ancient items and legendary gems. I think that you could do something like T1 gets 300, and increase by 300 per level so 300, 600, 900, 1200, 1500, 1800 but have T6 be equal to around GR 35-40 to at least allow moderate testing, because the current equality test says that T6 is roughly equal to GR24-26 which is just far too easy.
Basically, I think reworking how the Torment system is currently implemented based on Gems and Ancients would give us all a further sense of progression again, because right now with how sets and such work, we typically hit 70, spend maybe 2 hours on T1-2, and are already up to T4-5, that to me is progression happening far to fast making it mundane.
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You see, people will say this, that it is all RNG, but what if RNG was assigned the the creation, not just the dungeon spawn?
Both a friend of mine and myself tested this out, we each created 9 test toons, running them to 70, same class, same names, same everything. What we found interesting is that at level 70, every 3rd toon that we created seemed to gear exponentially faster. Is it chance? Maybe, or it is some sort of hidden formula in the game, who really knows to be honest besides the crew themselves.
But it would be really interesting if this test was grown to lets say 30 sample sizes, would it still be that every 3rd toon gets their full set within 5-10 hours of lvl 70? (we maxed each character out at 10 hours of lvl 70 gameplay, and each of us had full set with ancient weapon on 3 characters out of 9, again as I said, every 3rd toon).
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Makes a lot of sense actually, since it can be obtained by every class in game, I LIKE IT!!
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Yeah, the Earth set absolutely needs a revamp. Not sure how giving it the effect of all runes would work, unless of course they change the runes to fit this set piece. I like the idea of Enemies hit taking 50% more damage per leap stacking up to 5-10 times. That promotes using the skill effectively and efficiently, but that is the way most of us really enjoy the skill, so it synergies very well.
Regarding the Voker set, from what I recall they said they are struggling to figure out a way to increase the damage of it without making it a set that you just walk around and watch stuff die. I am personally confused by this, because WW and Strafe builds, even Dashing builds for that matter are all the same, you just hit one button and run around watching people die. My proposition in the Tavern Talk video was to have some sort of radius around the character, as well as only being able to trigger the effective bonus on enemies that you have damaged. Essentially, that is what a tank is suppose to do, right? Just run around, hit things, grab aggro, and keep aggro.
I really hope they do what you suggested and add more support/tank builds for Barbs, and ALL classes for that matters. Group play in GRifts seems to be the way to go, and if that is the case, adding more tank and support builds makes a lot of sense moving forward.
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Absolutely agree!
I feel like the whole point of a set is to differentiate, but yet compete. I see no reason why sets like the Earth set or even Voker set are not viable. I know they have already publicly stated that they are reworking Vokers (which I am highly excited for), and I hope they really make sure to put a focus on getting all sets with a base level of +/- 4 GRift levels of one another. Obviously the supporting legendary items can widen that gap a bit, but this would at least afford people the option of playing multiple builds rather than the one and only build that gets you into the highest levels.
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This is sort of why I hate Grifts, they ruined build diversity and promote efficiency only for at least 90% of the player base. I find that this makes the game very run down and mundane. I miss when people had to look to T6 only, and each build was effective in T6, hope we get back to a form of play where every set is cool, and every set can clear the highest content.
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I voted PS4 as a person who plays both pretty consistently.
The con to PS4 is that there are no seasons. The pro's are that because of no seasons, you can get all seasonal PC items on the day of launch.
To me, the deciding factor is sitting on a recliner with controller in hand, friends around you, and just drinking and gaming it up, great experience.
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This is the essence of ROS end game, something you will all need to accept.
We likely will not see a change until the next expansion, which will lead to many different systems, and likely a change in end game, but to expect this in ROS is like expecting D3 to majestically transform into D4 over night, be real people.
Whether it is leeching or w.e the method, idc, you have classes that sprint to the end and one shot everything in T6 runs, so 3 leechers are hardly going to harm anything, in fact the more people that reach higher than 800 para, the more people to experiment in ways to crack GR levels and advance. Not ideal to me, but I try to find a pro in everything.
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Interesting to note, I think the 2 piece WW bonus is actually more suited for use with the 5 piece IK set. For the IK set if you use Rend and WW, you always have WoTB up and the 10% damage buff as you mentioned is nice.
But in terms of the WW set, I think Rend is a bad option, and can easily be replaced with things such as Ignore Pain or even Ground Stomp to get you out of a pinch. The damage, though buffed, is still far to small to be utilized properly with the 5 piece Waste set.
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Though this would need a lot of fine-tuning, I really love the idea!!!
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Hello All,
So simple question, how would the majority of posters feel about Rifts that had slot specific drops. For instance, You use a Rift Key, and select a Rift of Rings, where only legendary rings drop? Or maybe it takes 5 rift keys instead of 1? And of course with this, I would like to see a subtle decrease in drop rate so that gearing is not so simplistic.
The reason I like this, it allows you to choose which slots to gear. Cannot find that SoJ, or even get a good legendary ring? Well at least you know that all legendary drops, still RNG based, are going to be rings!!!
What do you guys think about this idea?
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What you continue to keep ignoring is the numerous times people have mentioned past games and the fact that your assumption is false based on history. Sorry, but history does not lie.
It is sort of like how Main stat, CC, CD, Ele work atm. Some of them begin to diminish as they increase, when this happens, you spread the stats around a little for maximum efficiency. Skill points on passives will obviously work the same way, as it has the last 20 years in games that include it, and as it will for every game hereafter that includes them.