Avatar of Teknoman #1312
Teknoman #1312
2 handed weapon and other suggestions(1)Category: PTR FeedbackJuly-17-2014 4:30 AM PDT (8 years ago) Go to Blizzard forum post
First and foremost, I am not bias towards any D3 class, I enjoy playing all the classes and I am very excited by most of the changes Blizzard has made in 2.1 so far. The purpose of this thread is to propose simple suggestions that will make 2 handed weapons viable (for all classes) and how to give the wizard, barb and other characters better build flexibility and creativity. Please feel free to comment and post other ideas to inspire Blizzard into making D3 better for all players.

Item changes or suggestions:
2 handed weapons
Change the number of primary rolls from 4 to 5, for all 2 handed weapons. Allow critical hit chance (8-10%) to now roll as a primary roll (bows and crossbows not included, because this would discourage the use of hand crossbows). Increase the current damage of all 2 handed weapons by 10%. I believe these changes will finally make 2 handed weapons be viable (and not overpowered) for all classes.

New item properties for legendary and set items
I think we are all used to legendary items that either has chance of an affect occurring on attack, getting hit, dodging or blocking. Hopefully we will see more items with these procs, but also there should be more items with "On critical hits, there is a % chance of an affect occurring". Once again this would open up more builds for all classes.

Legendary chest armor
I think there should be new chest armors similiar to cindercoat (reduces resource cost significantly and increases element dmg) but for each other element. Once again this would open up more builds for all classes.

Barbarian items
Design a legendary mighty weapon or 4 piece set focused on reducing wrath of the berserker cooldown. The legendary property could be "On critical hits, there is a 50% chance the cooldown of wrath of the berserker is reduced by 1 second". Rather than using a flat bonus like the Akkhan's set does for akarat's champion, this barb legendary property would depend on your attacks. This legendary property would be good for fast attack speed builds, aoe builds or many other possibilities.

Witch Doctor items
Design a legendary ceremonial knife that "reduces the mana cost of zombie charger by 40%"

Crusader items
Create a new 4 piece set with 2 piece bonus "+500 to strength", 3 piece bonus "increase wrath regeneration by 4.5 and increase block chance by 15%" and 4 piece set bonus "Gain the base effect of all three laws and you have immunity to control impairing effects at all times." This new set could mainly focus on defensive stats and wrath regen.

Skill change suggestions:

Wizard
Energy Twister: path movement should be exactly the same as shock pulse piercing orb rune (oscillate forward). Movement speed of twister should be slightly slower than piercing orb. Increase wicked wind rune radius by 5 yards and increase damage to 970%. Redesign raging storm rune (not sure how).

Ice armor: change 12% melee damage reduction to 15% damage reduction (from all sources). Why? because this would become another viable option rather than everyone using energy armor all the time. Also this change will be suitable for wizards that use close range combat builds and other possibilities.

Storm armor: While the current changes to storm armor are okay, it is still missing something and that is attack speed. Storm armor should also increase the wizard's attack speed by 15%. Why? because this would help wizards to focus on fast attack builds, stun locking targets or other possibilities.
Explosive blast: increase radius from 12 yards to 15 yards.
Ray of Frost: While the current changes are very good, I would also increase the initial blast radius to 8 yards.
Hydra: While the damage buffs are very welcome (and must be kept), I think raising the cap to 2 hydras at one time (3 with Serpents sparker wand) is something that should be considered too. To offset these changes, I would reduce the duration of hydra to 10 seconds.
Archon: Reduce cooldown to 100 seconds. Change pure power rune to "Increase attack speed by 20%". To offset these changes remove the "each enemy killed while in Archon form" bonus.
Mirror Image: Increase dmg of mirror images from 10% to "Spells cast by your Mirror Images will deal 25% of the damage of your own spells". Redesign mirror mimics rune.

Reduce animation lag of meteor and other laggy skills.

Barbarian
Barbarians no longer degenerate fury.

Ancient spear: Redesign by changing the animation similiar to a javelin or use the current jagged edge rune effect. When the javelin hits your target it explodes with a 'shrapnel' animation (similiar to the demon hunter's fan of knives) hitting all enemies in 12 yards, dealing 500% weapon damage as physical. The skill runes would only focus on physical, fire and lightning damage in order to be compatible with the weapon throw runes. Redesign the lightning skill rune to be similiar to the Amazon of Diablo 2 lightning fury skill. For example when the lightning javelin hits it's target it changes the shrapnel animation into 6 lightning blasts (that look similiar to the wizard electrocute lightning blast rune) that pierces all targets hit within 20 yards, dealing about 550% weapon dmg as lightning. As for the other ancient spear runes, I can't wait to see what Blizzard has planned.
Call of the Ancients: Increase dmg from 180% to 280% weapon dmg. Change the council rises rune to 510% weapon dmg as fire. Change ancients' blessing rune to "regenerate 2% of maximum Life per second for the duration of the ancients".
Bash: Increase dmg from 215% to 295%. Increase fury generated per attack from 6 to 8. Change Instigation rune to "increase fury generated to 11". Increase dmg of pulverise rune shockwave from 70% to 130%.
Cleave: Increase dmg from 150% to 225%. Increase fury generated per attack from 5 to 7. Change scattering blast rune dmg from 80% to 145%. Redesign rupture rune because the barbarian already does a lot of aoe dmg from fury spenders, earthquake and other aoe skills.
Frenzy: Increase dmg from 155% to 230%. Increase fury generated per attack from 4 to 6. Change vanguard rune from 15% movement speed to 25% movement speed. Change sidearm rune axe dmg from 130% to 190%. Change sidearm rune percentage from 25% to 30%. Change smite rune percentage from 30% to 35%.
Weapon throw: Increase dmg from 185% to 260%. Increase fury generated per attack from 6 to 8. Change mighty throw rune to 370% dmg. Change stupefy rune percentage from 15% to 20%. Change balanced weapon rune fury generated from 8 to 11.
Wrath of the berserker: remove increased dodge chance and replace with "resistance to all elements increased by 20%". Change Arreat's Wail rune to "when you are hit there is a 35% chance to deal 650% weapon dmg as fire to all enemies within 15 yards".
Rend: The mutilate redesign is definitely a step in the right direction for rend. But I still believe the "10% increased damage from all sources" bonus, should be included as apart of the base design of rend, in order to make it a more viable skill with good contribution to all parties (and when you think about it bleeding enemies should take more damage, it just makes sense). With this in mind the mutilate rune should be changed back to what is was "affected enemies also have their movement speed reduced by 80%". This also fits with the mutilate rune now being cold damage.
Overpower: Increase dmg radius from 9 yards to 12 yards.
Revenge: Increase percentage chance to gain a charge from 15% to 20% when you are hit. Increase radius of revenge to 15 yards. Revenge should also taunt all enemies within 15 yards to attack you for 3 seconds.

Monk
I still don't think changing dexterity to grant armor instead of dodge was the right change. As myself and a lot of other players have already experienced "it just doesn't feel like your playing a monk". I think what should be done is increase the amount of dodge granted from each point of dexterity or remove the diminishing returns as your dodge increases. And keep the dodge cap at 75%.
I will post more comments about the monk, after further play testing.

Demon Hunter
I have already mentioned my thoughts about the changes to dexterity in the monk section.
Further play testing required.

Crusader
Reduce animation lag of blessed shield and other big aoe skills.
Blessed shield: change holy damage of each rune (in tool tips) to it's respective element dmg type.

Witch Doctor

Spirit barrage: because this spell is similiar to the wizards arcane torrent, but this is focused on cold damage, I think the way it deals damage should be the similiar to arcane torrent.
Zombie charger: increase the effective range of pile on, undeath and zombie bears runes by 20 yards. Undeath rune should also proc on kill assists. Change zombie bears rune dmg from 392% to 495%. Redesign lumbering cold rune.



Avatar of Grimiku
Grimiku
2 handed weapon and other suggestions(2)July-17-2014 2:41 PM PDT (8 years ago) Go to Blizzard forum post
This is a well written summary of 2-handed suggestions, and we really appreciate the feedback. We're trying to consolidate all 2-handed feedback in this thread at this time to help us keep track of everything, so I encourage you to post there. Thanks!
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