They pretty much nerf everything.
They try to force player to use +physical/bone/etc… instead of stacking crit/crit dmg/vulnerable without understanding that if we focus on those, it’s also because it’s simple to figure out.
There are way to many affix, most people can’t tell if an item is an upgrade or not because of it.
Instead of fixing this, they add even more useless affix and nerf the useful ones…
We’re increasing the availability of the Affixes below to make them easier to include in different builds.
I swear it’s like they don’t want people to have fun.
It feels like WoW all over again when they added useless stats like resilience.
I’m amazed that they didn’t learn anything considering how old WoW is, they should know that what’s gonna happened is people making softwares to do the maths instead of them.
I’m torn over this point, I agree there’s way too many affixes and they make everything confusing, but having all builds go with Vuln/Crit is pretty boring.
I wish they grouped all the +% damage affixes in a couple more generic ones, and made them more impactful, to the point you’d have some freedom in deciding stats for your build without being overwhelmed by the amount of fodder affixes.
Everything goes with vuln/crit though because that’s the best general damage stat. Every class can vuln super easily and crit is always just generally good, if we had vuln split into phys/elemental vulns that could potentially top out at higher numbers than the general vuln that would be cool but as it is designed now every class will always stack those 2 stats until they’re nerfed into the ground and considered useless. And Crit just hinges on so many affixes and it’s so generally good with all damage types that it’s here to stay as like you said % damage is way to specific with what types of damage it buffs. If they had nerfed those stats but then turned around and gave us itemization to work around the nerfs that would actually be interesting instead of just a flat nerf to every build in the game.
Damage to Frozen Enemies: Increased by ~20%.
Physical Damage: Increased by ~25%.
Fire Damage: Increased by ~25%.
Cold Damage: Increased by ~25%.
Lightning Damage: Increased by ~25%.
Poison Damage: Increased by ~25%.
Shadow Damage: Increased by ~25%.
Non-Physical Damage: Increased by ~25%.
Physical Damage Over Time: Increased by ~40%.
Fire Damage Over Time: Increased by ~40%.
Shadow Damage Over Time: Increased by ~40%.
Damage with Two-Handed Bludgeoning Weapons: Increased by ~25%.
Damage with Two-Handed Slashing Weapons: Increased by ~25%.
Damage with Dual-Wielded Weapons: Increased by ~25%.
Damage with Ranged Weapons: Increased by ~25%.
Damage with Skills that Swap to New Weapons: Increased by ~25%.
Damage while in Human Form: Increased by ~25%.
Damage while Shapeshifted: Increased by ~25%.
Blood Skill Damage: Increased by ~25%.
Bone Skill Damage: Increased by ~25%.
Brawling Skill Damage: Increased by ~33%.
Companion Skill Damage: Increased by ~33%.
Conjuration Skill Damage: Increased by ~33%.
Cutthroat Skill Damage: Increased by ~25%.
Darkness Skill Damage: Increased by ~25%.
Earth Skill Damage: Increased by ~25%.
Frost Skill Damage: Increased by ~25%.
Imbued Skill Damage: Increased by ~25%.
Imbuement Skill Damage: Increased by ~33%.
Marksman Skill Damage: Increased by ~25%.
Pyromancy Skill Damage: Increased by ~25%.
Shock Skill Damage: Increased by ~25%.
Storm Skill Damage: Increased by ~25%.
Summoning Skill Damage: Increased by ~25%.
Trap Skill Damage: Increased by ~33%.
Weapon Mastery Skill Damage: Increased by ~33%.
Werebear Skill Damage: Increased by ~25%.
Werewolf Skill Damage: Increased by ~25%.
Thanks for showing my point about too many affixes.
Explain to me how you’re gonna know if your current sword with vuln/crit/crit dmg is better or worse than the new shinny drop with +cutthroat/crit/trap for a rogue.
Hint : You can’t without testing, and how are you gonna do that without enchanting + reroll 1 affix ?
We didn’t have that many affixes in Diablo 2 LoD and surprise, nobody complained !
What’s gonna happen is the players who’ve gonna keep playing the game will use websites like « Ask Mr Robot » everytime they get loot.
They pretty much nerf everything. They try to force player to use +physical/bone/etc… instead of stacking crit/crit dmg/vulnerable without understanding that if we focus on those, it’s also because it’s simple to figure out.
There are way to many affix, most people can’t tell if an item is an upgrade or not because of it. Instead of fixing this, they add even more useless affix and nerf the useful ones…
I swear it’s like they don’t want people to have fun. It feels like WoW all over again when they added useless stats like resilience.
I’m amazed that they didn’t learn anything considering how old WoW is, they should know that what’s gonna happened is people making softwares to do the maths instead of them.
I’m torn over this point, I agree there’s way too many affixes and they make everything confusing, but having all builds go with Vuln/Crit is pretty boring.
I wish they grouped all the +% damage affixes in a couple more generic ones, and made them more impactful, to the point you’d have some freedom in deciding stats for your build without being overwhelmed by the amount of fodder affixes.
Everything goes with vuln/crit though because that’s the best general damage stat. Every class can vuln super easily and crit is always just generally good, if we had vuln split into phys/elemental vulns that could potentially top out at higher numbers than the general vuln that would be cool but as it is designed now every class will always stack those 2 stats until they’re nerfed into the ground and considered useless. And Crit just hinges on so many affixes and it’s so generally good with all damage types that it’s here to stay as like you said % damage is way to specific with what types of damage it buffs. If they had nerfed those stats but then turned around and gave us itemization to work around the nerfs that would actually be interesting instead of just a flat nerf to every build in the game.
Agreed but if they want people to use other affixes, first they need to remove a lot of them.
One of the main point of an aRPG is looting, if you can’t figure out easily if a loot is an upgrade or not, you’ve done a shitty job with your game.
Not many developers make games with the main purpose being to have fun anymore.
Damage to Frozen Enemies: Increased by ~20%. Physical Damage: Increased by ~25%. Fire Damage: Increased by ~25%. Cold Damage: Increased by ~25%. Lightning Damage: Increased by ~25%. Poison Damage: Increased by ~25%. Shadow Damage: Increased by ~25%. Non-Physical Damage: Increased by ~25%. Physical Damage Over Time: Increased by ~40%. Fire Damage Over Time: Increased by ~40%. Shadow Damage Over Time: Increased by ~40%. Damage with Two-Handed Bludgeoning Weapons: Increased by ~25%. Damage with Two-Handed Slashing Weapons: Increased by ~25%. Damage with Dual-Wielded Weapons: Increased by ~25%. Damage with Ranged Weapons: Increased by ~25%. Damage with Skills that Swap to New Weapons: Increased by ~25%. Damage while in Human Form: Increased by ~25%. Damage while Shapeshifted: Increased by ~25%. Blood Skill Damage: Increased by ~25%. Bone Skill Damage: Increased by ~25%. Brawling Skill Damage: Increased by ~33%. Companion Skill Damage: Increased by ~33%. Conjuration Skill Damage: Increased by ~33%. Cutthroat Skill Damage: Increased by ~25%. Darkness Skill Damage: Increased by ~25%. Earth Skill Damage: Increased by ~25%. Frost Skill Damage: Increased by ~25%. Imbued Skill Damage: Increased by ~25%. Imbuement Skill Damage: Increased by ~33%. Marksman Skill Damage: Increased by ~25%. Pyromancy Skill Damage: Increased by ~25%. Shock Skill Damage: Increased by ~25%. Storm Skill Damage: Increased by ~25%. Summoning Skill Damage: Increased by ~25%. Trap Skill Damage: Increased by ~33%. Weapon Mastery Skill Damage: Increased by ~33%. Werebear Skill Damage: Increased by ~25%. Werewolf Skill Damage: Increased by ~25%.
They’ve nerfed crit, vuln, and cdr. I doubt these increases offset that amount of power loss.
Thanks for showing my point about too many affixes.
Explain to me how you’re gonna know if your current sword with vuln/crit/crit dmg is better or worse than the new shinny drop with +cutthroat/crit/trap for a rogue.
Hint : You can’t without testing, and how are you gonna do that without enchanting + reroll 1 affix ? We didn’t have that many affixes in Diablo 2 LoD and surprise, nobody complained !
What’s gonna happen is the players who’ve gonna keep playing the game will use websites like « Ask Mr Robot » everytime they get loot.
WoW started improving again around the time they started moving people over to work on D4.
It’s the same idiots making the same mistakes.