I don't understand why people are taking this change as nerf or buff and are so... aggressive in dong so.
2h change have nothing to do with nerf/buffing Crusaders. The goal is to make 2h as viable as dualwielding for other classes, and don't change anything in Crus balance. Whether this will go +/- 1% is largely irrelevant. The only remote way this is nerf to them relatively is by having all other classes buffed, as in 2h being way better than current setups. Which shouldn't be case since they are looking at merely bringing them in line in DW/1h+OH.
- Nivrax
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Member for 12 years, 1 month, and 7 days
Last active Fri, May, 5 2017 01:56:33
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Jul 19, 2014Nivrax posted a message on 2.1 PTR Patch datamined - 2H Weapon Changes!Posted in: News
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Jul 3, 2012Nivrax posted a message on Magic Find Gear Swapping and RMAH Commodities Coming Soon, Gold Not Included InitiallyOption 5 is actually the only one that does what they want, not switching gear to open chests, and would seem best IF they add weapon switch option that is excluded from removing stacks (so that people can still switch from 2h to s&b or from dps weapon to loh weapon for tougher enemies).Posted in: News
Option 4 don't look bad either, but only if it zero the mf on the slot you just swapped.
If those aren't taken into account, then either 2 or 3 would be best, as they are only options that don't kill equipment switch.
Why so many people thing locking in-combat gear swap is good idea? If that go through, you loose any possibility to gear swap for particular nasty affix, and make mf gear worthwhile just for lootables. And since it is one of points they are trying to 'fix', they will just keep them from being affected by your mf at all still. It's lose-lose.
Any change to mf mechanic will also make mf itself a very valuable stat on item, instead of small perk for lazy players like it's now. I'm always for increasing value of stats beside primary/ar/crit. -
Jun 26, 2012Nivrax posted a message on Patch 1.0.3a Tomorrow - Official Patch Notes, 1.0.3b SoonPosted in: News
We have found some monsters and objects were still dropping gold, it has been corrected. In addition, each monster have a chance of dropping Cursed Bill, that will be picked up automatically like gold before. The Bill will lock your ability to repair equipment before you get rid of them by paying them up. We hope this change will keep value of gold from over inflation.
Base radius of Picking Up have been increased to 50 yards. Items that increase Item pickup radius will now decrease it instead. We think that together with previous change, this should make the affix slightly more sought after. -
Jun 16, 2012Nivrax posted a message on Patch 1.0.3 Unofficial ChangesBut... she keeps using it on with no monster nowhere near me. Unless... ya, I could see it working a bit better for melee characters. But I really hope they also improve her AI with it as well, she saved my flank so many times with Charming mob that is next to me, why can't it work similar with this?Posted in: News
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Jun 16, 2012Nivrax posted a message on Patch 1.0.3 Unofficial ChangesDoes anypony have an idea why are they nerfing the Enchantress skill? Sure, it's might be very minor, but I want to understand their reasoning. I used this on her for a total of 5 minutes before sticking 'useless' tag on it, since she kept lobbing that cooldown on me when there was no monsters near me (just some on edge on screen), wasting it every freaking time. I mean, what's the point of nerfing something that has no use in first place?Posted in: News
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So this came out of my craft and I think it should be good enough to be used instead of Sunwuko Shines. I'm still new to the monk class so I'm not sure which affix should go for socket, cdr or dexterity? For Lightning WoL build of course.
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But yes, I had Dataminer spawn in crypt with Jar of Souls, dunno about Manglemaw one.
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http://eu.battle.net/d3/en/profile/Nivrax-2801/hero/36267564
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Now HC ladder I can see more point to it, when you actually have to balance speed of leveling and safety in otherwise slow, defensive paced mode. Kinda makes it more exciting rather than playing by snail peace and only loosing char to DC.
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Option 4 don't look bad either, but only if it zero the mf on the slot you just swapped.
If those aren't taken into account, then either 2 or 3 would be best, as they are only options that don't kill equipment switch.
Why so many people thing locking in-combat gear swap is good idea? If that go through, you loose any possibility to gear swap for particular nasty affix, and make mf gear worthwhile just for lootables. And since it is one of points they are trying to 'fix', they will just keep them from being affected by your mf at all still. It's lose-lose.
Any change to mf mechanic will also make mf itself a very valuable stat on item, instead of small perk for lazy players like it's now. I'm always for increasing value of stats beside primary/ar/crit.
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http://tinyurl.com/NTcalcA
I guess IRL you also shout in between someone's argument to call them stupid? You must make wonderful conversation partner. Start attacking my arguments instead of me, then I may try to refute yours.
Honestly, this forum really went down to battle.net level lately.
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Edit for IaS:
It is percentage, that's why I don't see point bringing it to DH specifically. If we did 30% more dps than other classes before attack speed, we will continue to do 30% more damage past nerf. Flat numbers on character sheet means nothing, it's all relative.
Our higher damage also is possible only because of two things, being still able to play glass-cannonish, and multiple damage boosting passives. We have same gear and same scaling beside those as every other class in game, it's just that we can stack multiple dps passives to cross buff them, instead paying with not having single one that would decrease damage we take, be it by flat reduction, or boost to armor/resist.
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Nether tentacle at this moment deal crappy damage over very narrow lane with next to no life regain due to Inferno scaling. Multishot is nice for trash, but it's close range (not being able to even hit whole length of screen) makes it questionable to use against jailer/mortar/waller/teleport/vortex, not to mention it may be next thing on chopping block, the 50% hatred cost reduction rune is pretty much mandatory if you ever want to use it.
Impale is single target, which make runing anything other than Overpenetration iffy. Single target in this game works only if you face act bosses and perhaps if you finished all minions somehow from champ pack leaving golden mob. Unless you have 100k dps+ unbuffed, you will kite mobs for hours trying to get enough Hatred to kill whole elite packs with it.
Comparing other classes is pointless, I don't care for them. I rerolled from WD when I found I am unable to play in a way that suits me (pet or dot spread build, while not dying whole time to unkiteble enemies due to limited kiting arsenal). If other classes are struggling, why nerf DH and not buff those classes instead? It only leads to the point where every single class is struggling, and then you have blanket nerf on Inferno itself.
We're far from broken, in fact, we may have the best working resource system in game, both hatred AND discipline, THE FUN HAS BEEN DOUBLED. WD struggle on mana (static mana regen on growing mana cost of spells, k...), Barbs are not spending fury, Monk have barely any worthwhile spenders beside Mantra Spam, and Wiz... I guess they work too. But that doesn't offset fact that Nether Tentacle nerf hurt, together with not getting any changes to underused skills (non-bat familiar, sentry, strafe).
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