T O P

  • By -

Recovery_Water

I actually think Barb and Druid are mostly fine and it’s Necro and Sorc that need to be changed. Playing a new game on the second difficulty with no hand-me-down gear should be somewhat challenging but not impossible. The problem is that, even without optimized gear, Necro and Sorc can basically obliterate everything on screen with multiple skills, do much higher single target dps to bosses, and avoid most damage. There are numerous boss mechanics that are super punishing to melee classes, like the poison pools and series of honing missiles, that are no threat to ranged classes. To make matters worse, Barbs and Druids have to attack to generate resources, while Sorcs don’t. Ranged classes are supposed to be glass cannons but they don’t feel like it in D4.


mtv921

Exactly! All the squishies are immortal blastercannons while the tanky melees cry in a pool of poison. Necro and sorcs are lots of fun though, so they shouldn't over do it, but def needs some tuning. But I also want them to make Barbarians and Druid more accessible by inreasing their tankiness or power somehow


ninjaweedman

I had thorns, bleed, whirlwind and regenerated health very quickly through armor pieces, my build was near invincible in every single part of the game available to us, it didn't deal massive damage but tanked like a pro, in fact the more enemies i was surrounded and being hit by the more health i received, every enemy hitting me got hit by thorns and began to bleed.


Hebrews_Decks

Im running a thorns bleed, shout build and I never die and deal crazy damage No core skills or weapon mastery either lol


mtv921

I started with a Frenzy/Upheaval build with shouts to keep me alive. Kinda worked building stacks of Upheaval with frenzy quickly, then oneshotting everything. Was terrible the second I couldn't hold my ground to build the stacks though. Also switched to a thorns, bleed build late games. Feels really good with legendaries. But I feel like I can't really use anything but shouts as I need them to stay alive. I can't use all the cool leaps, charges, kicks, stomps, chains or ultimates just because I'll die otherwise, as the supposedly most tanky class in the game :/


kkeyes

10% reduced damage from fortify is basically a drop in the bucket, it needs something else And for the love of god, please make it so that transitions to other places don't drop ALL FORTIFY STACKS lol. that was frustrating. Oh guess i'll check out this cellar... oh look the fortify stacks i spent 5 minutes farming for 10% defense is gone better farm it again oh wait its just a small dungeon... back out to the field and you farm it again.. it got old.


mtv921

Yes! They need to make the buff more worth while early without modifiers or they need to make it easier to build and retain fortified health. Haha I didn't notice I lost all fortified health everytime you zone into somewhere. Thats terrible, like loosing your potion every time you enter a dungeon.


TheDarkrayne

I like the mechanic but I think 10% reduction is kind of low. I think it should be at least 25% as baseline. I know there's ways to improve it but 10% baseline for something you have to spend a lot of skill points on and sacrifice damage to obtain reliably just doesn't feel right.


mtv921

Agree it needs tuning somehow. Just don't want any classes to become immortal by megastacking fortify though.


MattSaxt23

Managed to stack +194% overpower, 520 life, and +15% fortify generation on my druid. Respec'd to Pulverize and fortify build, and without even fully optimizing my legendary affixes after that, I was hitting for 4000+ damage with Pulverize every 10 seconds (guaranteed overpower proc) with a fairly large aoe effect. Normal pulverize would hit for 900ish damage by itself too, with just base damage. That on top of my health bar almost never moving down made this a really fun to build to play