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December 9th, 2012 at 3:11am
Better gear doesn't solve the problem and here is proof: Here is my optimal combination of equipment: http://i187.photobucket.com/albums/x316/fatyblob/EfficientUbers.png 63k hit points (most demon hunters have less) 4,200 armor (most demon hunters have less) 682 resistance (most demon hunters have less) 649 life regen 2.8 life steal (steals over 5,000hp per hit, so getting life on hit is not practical with high dps) Since reflects damage currently has the ability to deal millions of EHP within a couple seconds, it is undeniably the strongest source of damage in the game on any monster power. Telling players to get millions of EHP to survive killing themselves when they are already over-geared for the monster power they are playing on is unreasonable. One of these can easily bring balance to reflects damage (Only need one): 1.) Allow dexterity a chance to dodge ticks of reflect damage. 2.) Give all classes the "30% damage reduction" that melee's have to use against reflects damage 3.) Allow life steal to roll on something other than weapons. 4.) Cap reflects damage to do as much as standing in an arcane beam (Do you think it should hit harder than arcane beams?) 5.) Cap reflects damage to only come from 1 source or allow it to only be on 1 mob in the group at a time and not every mob in the group. 6.) Make reflects damage toggle on after a couple seconds of engaging a player. 7.) Cap the range of reflects damage so It won't hit you if you're 30 yards away. 8.) Cap reflects damage to do no more than XX% of the players health per second. 9.) Make reflects damage unable to hurt when the player is below 10% health and unable to do lethal damage. 10.) Make critical hits reflect the same amount of damage as a normal hit. 11.) Turn the damage reflected into a ball of energy that appears over the mobs head for 1 second (spirit bomb?!) then fires at the player allowing the player a chance to react and skill dodge I thought of the last one while making the post and fell in love with it. I enjoy mechanics that promote skill vs inevitability. |
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December 11th, 2012 at 5:03am
Two quick things: 1) We're looking to redesign how the Reflects Damage affix works, as well as make it so that pet damage will no longer reflect back on the player. I went into a bit more detail here. (I believe the buff while active will have some sort of visual indicator, too.) 2) After seeing a number of posts from players about RD dealing what they felt to be TOO much damage (especially from minions), we did some additional testing and discovered that Rare minions with the affix were in fact doing more damage than intended. This is an issue we have scheduled to fix in an upcoming patch. I'm not sure if these points would change your opinions at all on the subject, but I felt the information was worth pointing out. :) |
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December 11th, 2012 at 5:15am
Which stuff specifically? The dynamics for RD really only changed with 1.0.5 (for the reasons I talked about in the post I linked + the reduction to defensive bonuses), and I believe the bug is pretty new as well. |
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December 11th, 2012 at 5:18am
It does. :) (You should totally read the post I liked and my follow ups in the thread! Just click the little "BLIZZ" icon and it'll take you through each of my replies.) |
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December 11th, 2012 at 5:54am
We were honestly pretty happy with the way RD functioned prior to 1.0.5, and thought it was in a good place in terms of balance. That changed, of course, whenever we implemented Monster Power and reduced defensive bonuses in 1.0.5. After reviewing player feedback post-patch and reexamining the affix as a whole, we decided that it could use some improvements. Overall, we think the affix will be much more manageable (if not potentially more enjoyable) as a result. That doesn't mean our earlier opinion was wrong, though, it just existed under a different set of conditions. |
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December 11th, 2012 at 6:16am
Thanks for the feedback it's much appreciated. I will be the first to come out and admit I jumped the gun on my first post and did not spend enough effort on actually taking a look at the difference and changes that came in 1.0.5 for that I was wrong and apologize for my spur of the moment post especially about the devs. I guess we all just expect beyond perfect because that's what Blizzard has always delivered but along the journey we failed and forgot to realize we are all just humans and mistakes still happen every so often. Even though RD is not a huge problem atm or game breaking it's nice to see you guys & gals acknowledging and willing to still fix or work upon very small problems also. <3 |
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December 11th, 2012 at 7:03am
Sure thing! I'm afraid I don't have much more information than that for you at the moment, though. |
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December 12th, 2012 at 1:29am
No. That's not even remotely what I'm telling you. =/ |
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December 13th, 2012 at 1:47am
LOLOLOLOL How many times did you CM's comment on RD posts saying that it is working as intended completely undermining everyone who complained about it and NOW you admit THE ENTIRE COMMUNITY WAS RIGHT after telling us all off multiple times?!?!?!?! I'm not aware of us ever being that aggressive honestly. Though, it's certainly possible that we've said things like "we're not aware of any issues" or "we believe that the affix is in a good place at the moment" (though the latter was probably something we said pre-1.0.5, when the bug wasn't active). If we were vehement at any point post-1.0.5, then we were wrong and made a mistake. We hope that the bug fix in tandem with the changes we have planned for the affix will improve your experience and hopefully make encounters with RD more manageable and/or enjoyable. |
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December 13th, 2012 at 2:32am
The thing is, the problem with RD was reported by several players even in the PTR, it took more than a month after live to the team figure out that it was actually wrong, now they admited, wich is nice since most of the bad things in this game dont even get acknowledged (see trade scams, dupping, immortal wiz, etc), at least we are going somewhere. That's pretty fair feedback. The PTR for 1.0.5 was the first that we hosted for the game, so there were admittedly things we failed at and/or could have done better (in terms of reaction time, efficiency, etc). From the community side of things, there are a number of things we want to do differently for whenever we host our next PTR that would/should help with the issue you pointed out. Speaking overall, though, there are some general limitations in terms of how quickly we can turn around certain fixes, but we're constantly evaluating how we can improve our processes for identifying, testing, and verifying issues, as well as finding and implementing a solution for them. I don't think we'll ever be perfect at it, but we certainly think we should strive to do better. That's an outgoing motivation for most of the company, though, and one of the big reasons why we always welcome player feedback (even if we may not be in a position to act on it right at that moment). |
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December 14th, 2012 at 5:31pm
Please re-read the posts you quoted. (Please.) |

