I love the new class design and the way it plays. Scattershot with 2-6 piece Assault seems to be the best DPS skill,everything else just performs so poorly in comparison. The longer range concussive shot does have it's uses for bosses/elites that you cannot kill quickly or tank hits from, but it hits like a wet noodle compared to Scatter Shot (with 2 piece assault).
I think the CL nerfs were well thought out. Before attack speed was so unbalanced, it was significantly better than Crit Damage, Critical Hit, and Power that it clearly needed to be toned down. I think the life per hit was nerfed a bit too heavily, 3 pieces of lv 70 life per hit will give you more than 50 CL levels in life per hit. Also on the subject of gear, life per second currently makes little sense, why is it so low on gear compared to life per hit, but equal to life per hit per CL level spent?
As of now, life per second, gold find %, and damage reflect are nearly useless. No skills or abilities ever make damage reflect a viable stat. I have not noticed gold find affecting gold collected from boxes, which is significantly higher than the gold dropped from mobs. With life per second being about 1/5 the value of life per hit, and life per hit also hitting being about 3-6 times as useful as life per second, this makes life per second about 5% as useful as life per hit. Because of this, you have 3 stats that exist to just to make a piece of gear less useful, overall I find it annoying. At least with less describable stats like armor, you are still gaining a noticeable benefit.
Also a side note, it'd be nice if you didn't have to wait until after combat to be able to open the crates. It slows down the pace of the game significantly.
I've seen a lot of complaints about the Critical % chance being lowered, but I see the balancing reason for this. The reason I think this nerf was needed, is because at lv 70, you can have a significantly higher Critical Hit damage than before. You can reach over 1000% (600%-800% is probably more average) crit damage with very good crit damage armor and crafted jewelry. That's 10 times the damage of a normal hit, if you were doing this 50-60% of the time, that would be massive, so scaling it down to 20-30% of the time does make sense.
I commend the developers for utilizing effective ideas from other games like Diablo 3 with the Trials of Valor. I think a good idea if they plan to utulizee leader boards is to make seasons that reset your CL points, but add the CL experience to your total non-season character at the end of the season. This would even the playing field for everybody, while still rewarding those who invest time for grinding new CL levels during the season.
The developers need to make money, and allowing a small portion of long term players (who are less likely to spend real money on the game at this point) to maintain an advantage over newer players (who are more likely to spend real money) at the start of leader boards may not be the best business model.
I think the CL nerfs were well thought out. Before attack speed was so unbalanced, it was significantly better than Crit Damage, Critical Hit, and Power that it clearly needed to be toned down. I think the life per hit was nerfed a bit too heavily, 3 pieces of lv 70 life per hit will give you more than 50 CL levels in life per hit. Also on the subject of gear, life per second currently makes little sense, why is it so low on gear compared to life per hit, but equal to life per hit per CL level spent?
As of now, life per second, gold find %, and damage reflect are nearly useless. No skills or abilities ever make damage reflect a viable stat. I have not noticed gold find affecting gold collected from boxes, which is significantly higher than the gold dropped from mobs. With life per second being about 1/5 the value of life per hit, and life per hit also hitting being about 3-6 times as useful as life per second, this makes life per second about 5% as useful as life per hit. Because of this, you have 3 stats that exist to just to make a piece of gear less useful, overall I find it annoying. At least with less describable stats like armor, you are still gaining a noticeable benefit.
Also a side note, it'd be nice if you didn't have to wait until after combat to be able to open the crates. It slows down the pace of the game significantly.
I've seen a lot of complaints about the Critical % chance being lowered, but I see the balancing reason for this. The reason I think this nerf was needed, is because at lv 70, you can have a significantly higher Critical Hit damage than before. You can reach over 1000% (600%-800% is probably more average) crit damage with very good crit damage armor and crafted jewelry. That's 10 times the damage of a normal hit, if you were doing this 50-60% of the time, that would be massive, so scaling it down to 20-30% of the time does make sense.
I commend the developers for utilizing effective ideas from other games like Diablo 3 with the Trials of Valor. I think a good idea if they plan to utulizee leader boards is to make seasons that reset your CL points, but add the CL experience to your total non-season character at the end of the season. This would even the playing field for everybody, while still rewarding those who invest time for grinding new CL levels during the season.
The developers need to make money, and allowing a small portion of long term players (who are less likely to spend real money on the game at this point) to maintain an advantage over newer players (who are more likely to spend real money) at the start of leader boards may not be the best business model.
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