The theory behind keys: if it has a cost to enter an infernal hordes, you can increase the rewards without instantly invalidating all other farming methods. My problem is rotations. Just like Diablo 3, it should very clearly require each player to have a key. Otherwise groups can run the fun juicy content 4x as often.
So if my friends no life the game and i play a few hours a day i don't get to play with them in the new content? Correct me if im misunderstanding you. Of course the best gear should have some sort of key/material gate but let me play fun content when i want to. Maybe what your saying is i can play it but to open the chest at the end i need a key?
They could make it so anyone can add any amount of key to reach the player count. So the no lifers could add 3 keys and pay for the 2 friends that don't have any
@saverx1775 it's more about groups getting a 75% discount on all runs, since one person pays the cost and 4 people get loot, compared to 1:1 on solo. If it costs 4x the price but gave 4x the loot, it would put solo players on a more even playing field.
Well, personally, after the nerf the pitbosses already received in season 4 (shadow bosses no longer stacking on top of each other), i think that the fight is fine, i rarely died anymore in the pit and i made it to level 114 with my frozen orb sorc. And those attacks arent oneshots, i could tank some of it with the iceshield and id wager a barb with his defensive shout active could do the same. Flameshield of course helped too to tank the occasional attack i was too lazy to dodge. Nerfing the bosses even more just makes the bossfight a simple dps race against the clock, basically like in D3 with the rifts, which is kinda boring.
@@Daniel-rd6st Yeah and Pit is the only end game activity for try harders, the only challenging content.... So nerf it, not sure if its really a good Idea..
@@aza4586 I agree. Make the bossfight too easy and it just becomes tedious. At that point you might just remove it and shorten the completion timer by 5 minutes or so.
I don't like the 1-shot debuff thing in the Pit. It's a bad solution because it's only there to prevent Sorcs from dying. Barbs never needed it in the first place as they were never getting 1-shot at the same tiers. I really wish they would just balance their game properly rather than include mechanics like this. It just seems lazy.
@@Katie-hb8iq Sorcs dont die at pitbossfights? Save for some of Shadow Liliths attacks and maybe the fireball guy, all shadow bosses are easy enough to dodge. And for those mentioned attacks, sorcs can just hit the flameshield. Since the shadowaspects got nerfed i rarely died anymore with my sorc. Honestly i think the game is pretty well ballanced around the sorcs powerlevel right now, its just that some classes overperform.
After playing Last Epoch and POE boat league, I was planning on skipping d4 this season until the expansion. However, these changes might be enough to try out
the problem with poe and last epoch is they just dont' feel that great to play and poe espeically to do anything more than the campaign and rush through it every new character.. unless they actually changed that at some point and I don't recall is tedious and unfun. Builds are not really that unique everyone talks about it but its almost always the same 10 builds or something that are followed by people who actually understand things, and often with that the amount of spreadsheet work and garbage you need to understand things ruins the game. Which is the hope with poe2 that it brings that level down quite a bit but still allows those players who like to spreadsheet everything the ability to do so.. and maybe have more actual variety of builds. Also this is a great thing to see considering the majority of their leagues the last few years have been mediocre or bad. Last epoch just seems to struggle with players, and I am not sure why.
I generally play sorc. I think the most interesting ways to buff them would be to either allow them extra jewelry or to add a passive system to abilities. For example, you get x% more fire dmg for each point into fire abilities you have. Or crit chance with each point into lightning abilities. Or cc duration for each ice ability.
An extra amulet would be nice hehe. I believe they should at least start by letting us use three enchantments not just two, we have three elements not that we have to have one enchantment for each of the three elements but if we wanted we would be able to
Sounds like fun. They're so heavy handed with feedback. Getting 1 shotted by pit bosses? No more 1 shots and they also do way less overall damage. Necros slow? Here, have 15 evades! lol. Should be fun to see what we can come up with from all the unique changes.
So for a game to allow theory crafting and healthy itemization, there needs to be sources that allow players to alter how they choose to play with a skill. This is the soul of theory crafting, to take a skill and then manipulate it with items and game systems that allow you to alter its identity, change how it’s played, etc. Since Diablo 4 made the skill tree extremely simple it has very little impact on altering how a skill is played. The Paragon board is really just a source of damage scaling and also doesn’t alter playstyle. This means that uniques in this game have an opportunity to fulfill this need, there are some uniques that do this. But it seems this patch they just made uniques thicker stat sticks with more damage rather than a means to provide alternate play style. Sure, many existing builds are stronger now, but theory crafting didn’t exactly improve and the flaws in itemization still remain.
You need to read more, there a lot of uniques altered to provide new play styles. Old and new ones... and a lot of theory crafting in the coming months
@@fedekapo6 I read every single unique change they showed at the end of the patch notes. Yes I agree that some of the uniques(vast minority) in the game provide different playstyles with skills. The new sorc pants for example change the playstyle and identity of chain lightning. But the vast majority of these unique changes are just stat buffs and increased damage multipliers. The actual function of the uniques are mostly unchanged, they are just stronger than before.
@@tripleraze321 After reading the patch notes and see the changes to the unique they did not showcase, well i am not convinced at all as well. Not much changed and ok if you feel to play what the dev encourage you to do because they made a cool twist on few of the unique(fireball/blood mist...), there is not much build variety and 80% of the uniques barely changed or were even nerfed somehow.
@@tripleraze321 There will be a lot of theorycrafting in the coming weeks, azurewrath and the cold generic items may be interesting for a cold skill build. Frostfire gauntlets may enable a unique fire/cold build. The new uniques are heavy on skill interactions, they will probably enable a lot of interesting builds. Also a lot of uniques are more generic now so you can try different skills and potentially enable different builds. And also they said they will re iterate on uniques, so expect more changes in the future. Yes, i also want more ways to use the same skills, but that doesnt invalidate all the theorycrafting that you can make already in the game in s5.
It makes you wonder if they're sacrificing freedom for the sake of balance. The theory crafting that occurs, by your definition, is more unknowns by the dev team, as far as potential. By restricting our ability to find unintended synergies they can better balance classes. TLDR Play like we want you to
basically, after season of Loot Reborn, it's the Season of Loot Rework , just means that there's still a lot of work in the base game before they can incorporate additional real seasonal mechanics. but loving the balancing so far specially for the necro.
On the sorc staff of endless rage 20:21 i think you missed the biggest change, it doesn't do the 35% more damage to crowd controlled enemies anymore .. instead it does +170% fire damage lol
I'm honestly so happy with the unique changes. I had said it before, the 4th affix should basically be a temper for whatever the unique is for, and I love the idea that uniques break the rules. It gives the feeling of like magic beyond the current world limitations causing them to exist.
Dude I'm so ecstatic for all these changes they really are taking d4 in a fantastic power fantasy direction. I can only imagine what VoH is gonna be like if they keep this up.
World Bosses need power seperation and scaling based on the players. But also need to feel bigger than they do now. Each World Boss has multiple phases if they take long enough to be killed. I think each phase should be its own level of health and in order to kill the World Boss you always have to get through all of the phases. Could help.
Rogue main here, Going to play fireball Sorc this season because that Looks AWESOME! I'll come back to my mainstay when new things are inevitably added with the expansion.
i would love to see 2 more hotkeys for skills. and pet attack key. if you click on open ground they go to that spot and attack any thing near if nothing is there then pets come back to you,if you click on mob they stay on it untill that mob dies or they do.
Happy to hear about the upgrades to uniques. I like making subpar builds, but its also helpful to have an easy meta i can setup for my son so i can focus on my stupid setups. Still would like to see rares gain access to an extra tempering slot. Could even add a 7th category that lets you roll on a class relevant stat. More expensive to make than a leggo, but creates some new possibilities
As a barb enjoyer, the nerfs pisses me off, but before I rage, I’m willing to see how bad the nerfs are. I still fully hold on the idea that core passives should be tied to different damage types for multiplicative damage, to further create different identities for different builds. For example, gushing wounds should be tied to dot and vulnerable damage, while walking arsenal should be tied to 1h/2h damage. I also believe that the core damage passive should also boost brawler skills, and should be tied to close/all damage Finally Berserk fury should obviously be tied to damage while vessel but also crit. This would greatly shake up the Barb meta, and make players really excited to make cool new builds
Uniques need to be powerful enough that you don't feel like you're nerfing yourself by wearing them. As it stands for a barb you want very specific items and uniques instead is a bit of a block.
These new changes to Uniques are just the second phase of itemization. When they update rares in season 6, that will be the third phase. In season 6 we should also see itemization changes to skill trees and Paragon. In addition to that we will get mercs who will be a whole new dimension of itemization.
they said they don't have anything for yellows and blues yet, at least publicly announced. Rax said internally there's a few things he knows he can't say but he already said that yellows and blues don't quite have an identity yet, so I don't think the expansion will fix that up front
Do we know if the unique changes are retroactive as well? Or will we keep the old unique if it is already on an Eternal character? Thinking how amazing it was to have an 1.09 occy in D2 or a 1.07 BOTD.
The three builds I’m excited about are. Bear landslide, Fireball sore and I’m going to see if I can get a barrage arrow storm build working. Looking forward to it!
Nice. Its all in the right direction. I struggled with getting one shot by bosses in the pit but the journey towards it was a cake walk. Bash barb was way op. I enjoyed heartseeker rogue, pulverize and wind shear build. Frustration of not getting the correct temper is way to frustrating. Id like to se something towards enchanting, were you at least can select if you want the said temper to be placed or not. Thanks for vid. Excellent entertaining presentation as per usuall.
@@sven8633yeah but a lot of skills already have high lucky chance. Necro shines here. Bone spear, blight, sever, all the ultimates, have 40% or more base. And most other skills are in the 25-40% range. You'll be hitting them definitely more than half the time even without masterworking.
I hear you about your excitement of the Uniques. However, I remain a string proponent of letting the player craft and modify equipment. While the devs are boosting everything for the uniques, and improving some of the affixes, they are still creating an invariable set of characteristics that I may or may not want. They continue to say "build-changing items." I don't want to change my build in mid or upper levels. I look forward to the season and now I'll have to learn infernal hordes. A lot of mouse clicking coming to a theater near you!
I guess another reason is the item is referred to as a "unique", hence if you modify or temper it it won't be "unique" anymore since it is now different from the original item.
@@altairezgame9222 not just that.. players always find ways to entirely breaks things... Also the stats on uniques and what they're designed for have a stigma to keep so letting players alter that is stupid and dangerous.
Could you imagine having co-op quick join options like Diablo 3, or ways to join open groups like Diablo 2! Going backwards in this mmo sandbox with digital sales priority platform is such a headache.
I’m not in love with the rework to all Uniques simply because it means I will have to re-farm them all but seeing as how I don’t have any mythic unique I’m not super bummed.
@@xDiaatmnot everyone do seasons. I have no interest to be forced to play it i have other games i like to play. Game is sorry to say not interesting enough to be played for hours on end.
After the live stream macrobioboi was doing some math and the main stat change for someone with nearly 2800 in their main stat was only about an 18% damage increase and he made some good points about how it is going to be confusing on an intuitive level to not have parity across classes for how stats work. It's more damage, but it's not an elegant solution.
I get you with the ptr issues, i grinded for a couple hours trying to get the material needed to run the new activity, then ultimately just gave up, and dropped it.
Uniques sound good. Not convinced the Infernal Horde season mechanic is gonna be any good. I do remain skeptical that Sorc is fixed, but I look forward to finding out for sure. All in all, things sound pretty good.
RAIDS in other games have RAID GEAR. You find said gear and it helps you within the confines of that specific raid. WHY NOT HAVE PIT GEAR???? This gear can provide certain abilities to reduce shadow boss damage... aura to reduce boss health (or boost damage to bosses).... ALL crowd control effects work against pit boss but for only 1/3 duration (chill doesnt work against them at all right now).... and so on. This gear or aspect... or regular gear w an extra aspect slot should be found once the Pit starts getting more challenging. Start placing them in level 45 chests. The drop weight needs to be pretty common too. This solves the problem w THE PIT. A 3-stack debuff really does nothing to help in a prolonged fight. It just allows you to spend more time fighting the boss before u get 1-shot.
22:06 this with the new shaco and cd on rings Rain of arrows will have a: 1-(1-0.54)x(1-0.18)x(1-0.18)x(1-0.425)=82.2 CDR so it will have a cd of 9.7 sec cd with a chance to cast twice.
The regular uniques need to get buffed or to allow at least one temper because they're not as good as regular legendary items in WT4. It makes getting them disappointing to pointless when they're not going to be as good as a legendary item with one or two *
Here's an idea , instead of having all players do the same damage to world bosses , gate an uber world boss behind a dungeon or boss that comes a week after season launch. That way it leaves time to for the developers to see what power the sweatiest players are at and tune it accordingly . That would keep low power players from just getting boosted through world bosses and keep them a challenge for people at all power levels especially the casual audience that could have more of a challenge . Just an idea , tell me what you think.
Glad they fixed group play in pit because they buff their health and it’s honestly harder, I’ve notice solo I can clear 101 in under 2 min, with a group it can take 5-8 mins, crazy difference, especially if you are the one carrying and are off rotation for pit purchase😂 I’m stoked for season 5!
I've lost a couple of level 90 harcore characters due to mindcages other players used, making the succubus boss literally one shot me without any chance to move or even dodge.
Every season diablo 4 gets better and better. I still think cellar chests should contain elixir/incense mats. That way theres a deterministic way to stock up on your herbs and stuff.
it's so funny that PoE players are 100% fine with bricking multiple items, and in D4 even the chance of bricking an item is like this "insane" issue that needs to be fixed immediately
Did they mention what aspects will be made rewards for each class in the season journey? Example: In S4: Barrage for Rogue, Incinerate for Sorc, Dust Devils for Barb etc.
And runes? We need runes to make the game even more exciting. I always remember how good was runes in Diablo 2, it was exciting to hunt for the best of those.
Super hype about most of the changes. The one thing that is a big L from my perspective is the nerf of the Blighted aspect and cap on the Wither node for Necro. With these changes summoner Necro is not viable in the endgame, and shadow Necro is complete trash outside of possibly Sever, as long as you ignore any Shadowblight interaction and just stack crit and generic damage
All of this is looking good, feel like d4 is in a good spot finally to where it can start getting added to again with the expansion. Seems like a lot left to see with that as well based on what they teased.
I love it that they are taking on big projects like reworking all the legendaries instead of sitting around and doing the minimum per season or saving everything for the expansion
Yeah, I think this is the key. They seemed to have spent more time on classes this go-around, but actual thought was put into the unique equipment. Let's give some good feedback and encouragement so we get more of it.
Does anyone know what became of crown of lucion, shard of verathiel, and the othwr bugged/op uniques on the ptr? I didn't see anything about them on the patchnotes
In my opinion to nerf a class (without fixing bugs that was making X class OP) it is a silly approach that take out power from the hands of the players making them hate the game. I would rather buff the other classes instead. And I’m not salty about the Barb, considering that in D3 I played all classes -WD and my main was DH as the play style suited what I liked. Also to buff across the board skills that are not useful, like shorter CD more utility etc. (Not speaking only of dmg). Something they should implement as well imho is a sort of “permanent past season” example in the core game to be able to select S1-4 once S5 is out. Like this if I don’t like the season theme I can always revisit past one, maybe with buffed specs/classes. Also they should put offline mode… for work I’m out of home for 5+ months and I would like to be able to play a game that I paid for… my 50 cents…
Thank you good sir why are we forgetting the trail and error from the last game ser this tooo many times from other games its like the team never look back to whats been done before
The uniques displayed were the most crazy besides mythics, a lot of unique had changes so minor for a somewhat already weak unique, they certainly gonna have another pass at some of them at some point..
Dude 170% fire dmg on the staff...YESSS. I feel like a rare dropped consumable item that grants you another tempering chance would be cool. Maybe in the future?
We don't want anything to feel fun and powerful. We must always nerf the fun, powerful class, rather than elevating the other classes to the same level. And instead of eliminating rare items, drop the crafting materials directly.
You are ignoring difficulty when comparing team vs. solo. Many more will be able to do torment bosses in a team than as solo. That's a big plus on the side of team play right there.
Only the unique stat(the bottom bold stat) gets updated from legacy items. You have to re-farm the item to get the correct stats together with the unique stat
probably has one of the best party in game chats for a clan, there's discord and many ways to group with people are you just shy to use these things that help you group up with people.... also doing events and grinding certain areas ive added people permanently to f/list as well to game with.....
@@ThmsDouglas the game is way more fun when you are in a party, but the game doesn’t have a good system to put you together with ransoms for a sustained period of time. Eg D2 had the system where you name your game, and people that wanted to do the same thing would join you
How about adding a veteran mode option? In this option, the difficulty will be higher in such a level that will make the game challenging for players who wants some. The rewards and loot drops should be the same with the normal mode so that there will be no jealousy between the group of players. This will just be challenge for challenge sake.
I am reading the pictures of the updated unique items in the patch notes; and other than the mythics, most items say item requires level 100. They have been capped at 80 for a couple seasons now. Has this changed? Did we revert back to the pain in the butt system?
10:30 My playgroup has less time to play than I do, so I usually have way more keys or runestones, and would have to waste valuable group play time to farm stones for them when we could have been speedfarming or pushing in greaters if they could have used my materials. Even this season, the fact that I had a ton of runestones meant they got to do pit runs even though they didn't have the summon mats.
After 3000 hours. Im good on going back . I even regret buying the vessel expansion . The game gets old after 30 to 50 hours... Even replaying different classes the game doesnt change
Wait... you're complaining the game gets old after 30-50 hours but you played 3000? Something isn't right there lol, also it's on you if you played one game way too much
I got a little over 4k hours in PoE you putting 3k in d4 with the amount of content avaliable craziness, especially since D4 hasn't even been out that long lol I have maybe 400 in d4
Don't you mean a loot more interesting? I'll show myself out..
you had my like sir
@@altairezgame9222 and *MY* like... *places like on pedestal*
Dad jokes are almost as OP as the new Uniques.
I just leave this garbage😢
And don't come back
Ancient Mythic Ultra Booster Unique Mega Rare Oompa-Loompa Item
Lmao
Ddaaannnggg, what color drop would that be...
@@importr8cr orange with green tint ofc
@@importr8crwell these days probably rainbow
Still not as long a title as Street Fighter 2 Editions eventually got... 🤣
The theory behind keys: if it has a cost to enter an infernal hordes, you can increase the rewards without instantly invalidating all other farming methods. My problem is rotations. Just like Diablo 3, it should very clearly require each player to have a key. Otherwise groups can run the fun juicy content 4x as often.
So if my friends no life the game and i play a few hours a day i don't get to play with them in the new content? Correct me if im misunderstanding you. Of course the best gear should have some sort of key/material gate but let me play fun content when i want to. Maybe what your saying is i can play it but to open the chest at the end i need a key?
They could make it so anyone can add any amount of key to reach the player count. So the no lifers could add 3 keys and pay for the 2 friends that don't have any
@saverx1775 it's more about groups getting a 75% discount on all runs, since one person pays the cost and 4 people get loot, compared to 1:1 on solo. If it costs 4x the price but gave 4x the loot, it would put solo players on a more even playing field.
@@CakeDayZ thank you for clarifying
For tempering, how about in addition to the extra attempts per GA, you can never roll the same exact temper affix twice in a row 🤔
That’ll make it too easy for the noobs, and no satisfaction from getting the right temper. It’ll just be an errand checked off the list
@ak_getright9905 the game is for noobs who do you think they Market too
@ak_getright9905 it's not about making it easy its to have fun, and not be frustrated, it's not like we are getting paid to have the best gear.
The problem with that is that if you roll the lowest number for the one you want, you still might brick it trying to get back to the temper.
Lol gets life per second, then life per hit back to back 7 times
16:12 the relevant part
Thanks
Sorc is now better, so I'm happy.
Maybe even the best again ^^. Rogue looks like hard competition though.
Are they no longer removing the invulnerability from flame shield?
Glad they are adding the '3 stacks and you're out' for the Pit bosses. That one-shot mechanic for Shadow Bosses was fuggin' ridiculous.
Well, personally, after the nerf the pitbosses already received in season 4 (shadow bosses no longer stacking on top of each other), i think that the fight is fine, i rarely died anymore in the pit and i made it to level 114 with my frozen orb sorc. And those attacks arent oneshots, i could tank some of it with the iceshield and id wager a barb with his defensive shout active could do the same. Flameshield of course helped too to tank the occasional attack i was too lazy to dodge. Nerfing the bosses even more just makes the bossfight a simple dps race against the clock, basically like in D3 with the rifts, which is kinda boring.
@@Daniel-rd6st Yeah and Pit is the only end game activity for try harders, the only challenging content.... So nerf it, not sure if its really a good Idea..
@@aza4586 I agree. Make the bossfight too easy and it just becomes tedious. At that point you might just remove it and shorten the completion timer by 5 minutes or so.
I don't like the 1-shot debuff thing in the Pit. It's a bad solution because it's only there to prevent Sorcs from dying. Barbs never needed it in the first place as they were never getting 1-shot at the same tiers. I really wish they would just balance their game properly rather than include mechanics like this. It just seems lazy.
@@Katie-hb8iq Sorcs dont die at pitbossfights? Save for some of Shadow Liliths attacks and maybe the fireball guy, all shadow bosses are easy enough to dodge. And for those mentioned attacks, sorcs can just hit the flameshield. Since the shadowaspects got nerfed i rarely died anymore with my sorc. Honestly i think the game is pretty well ballanced around the sorcs powerlevel right now, its just that some classes overperform.
"Tempers" that dont exist normally yet only on uniques... Give whoever made that GENIUS idea a raise and a drink.
After playing Last Epoch and POE boat league, I was planning on skipping d4 this season until the expansion. However, these changes might be enough to try out
the problem with poe and last epoch is they just dont' feel that great to play and poe espeically to do anything more than the campaign and rush through it every new character.. unless they actually changed that at some point and I don't recall is tedious and unfun.
Builds are not really that unique everyone talks about it but its almost always the same 10 builds or something that are followed by people who actually understand things, and often with that the amount of spreadsheet work and garbage you need to understand things ruins the game.
Which is the hope with poe2 that it brings that level down quite a bit but still allows those players who like to spreadsheet everything the ability to do so.. and maybe have more actual variety of builds.
Also this is a great thing to see considering the majority of their leagues the last few years have been mediocre or bad.
Last epoch just seems to struggle with players, and I am not sure why.
I generally play sorc. I think the most interesting ways to buff them would be to either allow them extra jewelry or to add a passive system to abilities.
For example, you get x% more fire dmg for each point into fire abilities you have. Or crit chance with each point into lightning abilities. Or cc duration for each ice ability.
An extra amulet would be nice hehe. I believe they should at least start by letting us use three enchantments not just two, we have three elements not that we have to have one enchantment for each of the three elements but if we wanted we would be able to
Sounds like fun. They're so heavy handed with feedback. Getting 1 shotted by pit bosses? No more 1 shots and they also do way less overall damage. Necros slow? Here, have 15 evades! lol. Should be fun to see what we can come up with from all the unique changes.
So for a game to allow theory crafting and healthy itemization, there needs to be sources that allow players to alter how they choose to play with a skill. This is the soul of theory crafting, to take a skill and then manipulate it with items and game systems that allow you to alter its identity, change how it’s played, etc. Since Diablo 4 made the skill tree extremely simple it has very little impact on altering how a skill is played. The Paragon board is really just a source of damage scaling and also doesn’t alter playstyle. This means that uniques in this game have an opportunity to fulfill this need, there are some uniques that do this. But it seems this patch they just made uniques thicker stat sticks with more damage rather than a means to provide alternate play style. Sure, many existing builds are stronger now, but theory crafting didn’t exactly improve and the flaws in itemization still remain.
You need to read more, there a lot of uniques altered to provide new play styles. Old and new ones... and a lot of theory crafting in the coming months
@@fedekapo6 I read every single unique change they showed at the end of the patch notes. Yes I agree that some of the uniques(vast minority) in the game provide different playstyles with skills. The new sorc pants for example change the playstyle and identity of chain lightning. But the vast majority of these unique changes are just stat buffs and increased damage multipliers. The actual function of the uniques are mostly unchanged, they are just stronger than before.
@@tripleraze321 After reading the patch notes and see the changes to the unique they did not showcase, well i am not convinced at all as well.
Not much changed and ok if you feel to play what the dev encourage you to do because they made a cool twist on few of the unique(fireball/blood mist...), there is not much build variety and 80% of the uniques barely changed or were even nerfed somehow.
@@tripleraze321 There will be a lot of theorycrafting in the coming weeks, azurewrath and the cold generic items may be interesting for a cold skill build. Frostfire gauntlets may enable a unique fire/cold build. The new uniques are heavy on skill interactions, they will probably enable a lot of interesting builds. Also a lot of uniques are more generic now so you can try different skills and potentially enable different builds.
And also they said they will re iterate on uniques, so expect more changes in the future.
Yes, i also want more ways to use the same skills, but that doesnt invalidate all the theorycrafting that you can make already in the game in s5.
It makes you wonder if they're sacrificing freedom for the sake of balance. The theory crafting that occurs, by your definition, is more unknowns by the dev team, as far as potential. By restricting our ability to find unintended synergies they can better balance classes. TLDR Play like we want you to
basically, after season of Loot Reborn, it's the Season of Loot Rework , just means that there's still a lot of work in the base game before they can incorporate additional real seasonal mechanics. but loving the balancing so far specially for the necro.
literally added a seasonal mechanic in s5 but go off i guess
@@countryc0untwave-based pit is a seasonal mechanic?😂
The unique item changes look massive! Super hyped for S5 now!
The grandfather became The godfather 🎉🎉
On the sorc staff of endless rage 20:21 i think you missed the biggest change, it doesn't do the 35% more damage to crowd controlled enemies anymore .. instead it does +170% fire damage lol
This season looks so good with all these new unique buffs. Can't wait to see what builds will people create.
I'm honestly so happy with the unique changes. I had said it before, the 4th affix should basically be a temper for whatever the unique is for, and I love the idea that uniques break the rules. It gives the feeling of like magic beyond the current world limitations causing them to exist.
Not sure if the changes to that shred axe were enough to get people like myself to actually use but I would definitely try it out
I'm almost 100% positive that they've said they fixed Shielding Storm aspect twice before already. I'll believe it when I see it.
Dude I'm so ecstatic for all these changes they really are taking d4 in a fantastic power fantasy direction. I can only imagine what VoH is gonna be like if they keep this up.
World Bosses need power seperation and scaling based on the players. But also need to feel bigger than they do now. Each World Boss has multiple phases if they take long enough to be killed. I think each phase should be its own level of health and in order to kill the World Boss you always have to get through all of the phases. Could help.
Rogue main here,
Going to play fireball Sorc this season because that Looks AWESOME!
I'll come back to my mainstay when new things are inevitably added with the expansion.
i would love to see 2 more hotkeys for skills. and pet attack key. if you click on open ground they go to that spot and attack any thing near if nothing is there then pets come back to you,if you click on mob they stay on it untill that mob dies or they do.
Some review, thank you sir 👏🏼
Happy to hear about the upgrades to uniques. I like making subpar builds, but its also helpful to have an easy meta i can setup for my son so i can focus on my stupid setups.
Still would like to see rares gain access to an extra tempering slot. Could even add a 7th category that lets you roll on a class relevant stat. More expensive to make than a leggo, but creates some new possibilities
As a barb enjoyer, the nerfs pisses me off, but before I rage, I’m willing to see how bad the nerfs are. I still fully hold on the idea that core passives should be tied to different damage types for multiplicative damage, to further create different identities for different builds.
For example, gushing wounds should be tied to dot and vulnerable damage, while walking arsenal should be tied to 1h/2h damage.
I also believe that the core damage passive should also boost brawler skills, and should be tied to close/all damage
Finally Berserk fury should obviously be tied to damage while vessel but also crit.
This would greatly shake up the Barb meta, and make players really excited to make cool new builds
Uniques need to be powerful enough that you don't feel like you're nerfing yourself by wearing them. As it stands for a barb you want very specific items and uniques instead is a bit of a block.
Rhykker!!! Way to stand up and help change the PTRs for the better! I appreciate that you use your platform to help us all be heard! You rock dude!
These new changes to Uniques are just the second phase of itemization. When they update rares in season 6, that will be the third phase. In season 6 we should also see itemization changes to skill trees and Paragon. In addition to that we will get mercs who will be a whole new dimension of itemization.
would not be so sure about updating rares in S6...too soon
they said they don't have anything for yellows and blues yet, at least publicly announced. Rax said internally there's a few things he knows he can't say but he already said that yellows and blues don't quite have an identity yet, so I don't think the expansion will fix that up front
Do we know if the unique changes are retroactive as well? Or will we keep the old unique if it is already on an Eternal character? Thinking how amazing it was to have an 1.09 occy in D2 or a 1.07 BOTD.
I’ll probably get this game the next time it goes on sale. Looks like it’s in a pretty decent place now.
The three builds I’m excited about are. Bear landslide, Fireball sore and I’m going to see if I can get a barrage arrow storm build working.
Looking forward to it!
Nice. Its all in the right direction. I struggled with getting one shot by bosses in the pit but the journey towards it was a cake walk. Bash barb was way op. I enjoyed heartseeker rogue, pulverize and wind shear build. Frustration of not getting the correct temper is way to frustrating. Id like to se something towards enchanting, were you at least can select if you want the said temper to be placed or not. Thanks for vid. Excellent entertaining presentation as per usuall.
I'm super excited for season 5, I'll be making a Sorc for sure.
Fireball looks more fun now. Lets wait for the patch notes and see all the other updated uniques that are not mentioned in the campfire chat
Nice! We necros can now zig zag while tickling mobs while sorcs can teleport while deleting entiring screens :)
51% lucky hit on the fists of fate is crazy
The item is kinda interesting before but it just sits on my stash. Now I wanna try it
76% with greater affix and can go over 100% if u enchant it lol
Still only a % increase. Even 100% of 10% gets you to only 20%.
@@sven8633 I know and it’s still double chance so it’s pretty good
@@sven8633yeah but a lot of skills already have high lucky chance. Necro shines here. Bone spear, blight, sever, all the ultimates, have 40% or more base. And most other skills are in the 25-40% range. You'll be hitting them definitely more than half the time even without masterworking.
Wasn’t sure if I was gonna play s5 or not. After seeing these uniques I absolutely cannot wait
Ngl, this has me kinda excited for S5. I've been wanting a good reason to play a sorc or druid again, it sounds like I may be getting just that.
I’m so hype bro Diablo is great rn
I hear you about your excitement of the Uniques. However, I remain a string proponent of letting the player craft and modify equipment. While the devs are boosting everything for the uniques, and improving some of the affixes, they are still creating an invariable set of characteristics that I may or may not want. They continue to say "build-changing items." I don't want to change my build in mid or upper levels. I look forward to the season and now I'll have to learn infernal hordes. A lot of mouse clicking coming to a theater near you!
I guess another reason is the item is referred to as a "unique", hence if you modify or temper it it won't be "unique" anymore since it is now different from the original item.
@@altairezgame9222 not just that.. players always find ways to entirely breaks things...
Also the stats on uniques and what they're designed for have a stigma to keep so letting players alter that is stupid and dangerous.
Thanks for your point of view and first thoughts on the new stuff. 😊
Always whit the great info man! I love it. Thanks for the great job. 👍🏼 I’m so exited to play season 5 ! Can’t wait.
Could you imagine having co-op quick join options like Diablo 3, or ways to join open groups like Diablo 2! Going backwards in this mmo sandbox with digital sales priority platform is such a headache.
I’m not in love with the rework to all Uniques simply because it means I will have to re-farm them all but seeing as how I don’t have any mythic unique I’m not super bummed.
You have to refarm them all again at the start of the season anyways?
@@xDiaatm *xDiaatm when he learns that Eternal realms exists*
@@xDiaatmnot everyone do seasons. I have no interest to be forced to play it i have other games i like to play. Game is sorry to say not interesting enough to be played for hours on end.
@@xDiaatm I don’t play season content because they won’t (and never will) let you convert an eternal to a seasonal.
@@PatrickVRegan I wish they would! Being able to use your level 100 Eternal character in seasons would be a game changer.
After the live stream macrobioboi was doing some math and the main stat change for someone with nearly 2800 in their main stat was only about an 18% damage increase and he made some good points about how it is going to be confusing on an intuitive level to not have parity across classes for how stats work. It's more damage, but it's not an elegant solution.
Not covering Windforce (THE OG D2 HOLY GRAIL) missed opportunity 😥
I get you with the ptr issues, i grinded for a couple hours trying to get the material needed to run the new activity, then ultimately just gave up, and dropped it.
Uniques sound good. Not convinced the Infernal Horde season mechanic is gonna be any good. I do remain skeptical that Sorc is fixed, but I look forward to finding out for sure. All in all, things sound pretty good.
Love the diablo 2 music. It sets the mood for a diablo game. Then i play diablo 4 and it doesn't feel like a diablo game.
Wow season 5 really feels good
Any piece of gear i don't have to roll on sounds like a massive win!
RAIDS in other games have RAID GEAR. You find said gear and it helps you within the confines of that specific raid. WHY NOT HAVE PIT GEAR???? This gear can provide certain abilities to reduce shadow boss damage... aura to reduce boss health (or boost damage to bosses).... ALL crowd control effects work against pit boss but for only 1/3 duration (chill doesnt work against them at all right now).... and so on. This gear or aspect... or regular gear w an extra aspect slot should be found once the Pit starts getting more challenging. Start placing them in level 45 chests. The drop weight needs to be pretty common too. This solves the problem w THE PIT.
A 3-stack debuff really does nothing to help in a prolonged fight. It just allows you to spend more time fighting the boss before u get 1-shot.
22:06 this with the new shaco and cd on rings Rain of arrows will have a:
1-(1-0.54)x(1-0.18)x(1-0.18)x(1-0.425)=82.2 CDR so it will have a cd of 9.7 sec cd with a chance to cast twice.
The regular uniques need to get buffed or to allow at least one temper because they're not as good as regular legendary items in WT4. It makes getting them disappointing to pointless when they're not going to be as good as a legendary item with one or two *
Here's an idea , instead of having all players do the same damage to world bosses , gate an uber world boss behind a dungeon or boss that comes a week after season launch. That way it leaves time to for the developers to see what power the sweatiest players are at and tune it accordingly . That would keep low power players from just getting boosted through world bosses and keep them a challenge for people at all power levels especially the casual audience that could have more of a challenge . Just an idea , tell me what you think.
I think bosses should 1-shot everybody. You get hit you die, get gud scrub. Kidding. But it would be funny to watch everyone rage over it.
hope they add all the differend kinds of goblins like in D3 some day
The devs need to test everything out perfectly ahead of time to get stuff out on time
Diablo IV Season changes - A minon / boss rush wave generator.
PoE Season Changes - A whole fucking town.
Did anyone else notice infernal hordes reward, loot, and the progression system is exactly like Tiny Tina's Wonderlands end game loot farm?
Glad they fixed group play in pit because they buff their health and it’s honestly harder, I’ve notice solo I can clear 101 in under 2 min, with a group it can take 5-8 mins, crazy difference, especially if you are the one carrying and are off rotation for pit purchase😂 I’m stoked for season 5!
I've lost a couple of level 90 harcore characters due to mindcages other players used, making the succubus boss literally one shot me without any chance to move or even dodge.
For sorcerer buffs just give us a third passive skill slot
Every season diablo 4 gets better and better. I still think cellar chests should contain elixir/incense mats. That way theres a deterministic way to stock up on your herbs and stuff.
it's so funny that PoE players are 100% fine with bricking multiple items, and in D4 even the chance of bricking an item is like this "insane" issue that needs to be fixed immediately
I’m happy with the changes.
I'm looking forward to a fists of fate build
Did they mention what aspects will be made rewards for each class in the season journey? Example: In S4: Barrage for Rogue, Incinerate for Sorc, Dust Devils for Barb etc.
Rhykker: "It's giving 'maybe'..."
And runes? We need runes to make the game even more exciting. I always remember how good was runes in Diablo 2, it was exciting to hunt for the best of those.
Super hype about most of the changes. The one thing that is a big L from my perspective is the nerf of the Blighted aspect and cap on the Wither node for Necro. With these changes summoner Necro is not viable in the endgame, and shadow Necro is complete trash outside of possibly Sever, as long as you ignore any Shadowblight interaction and just stack crit and generic damage
All of this is looking good, feel like d4 is in a good spot finally to where it can start getting added to again with the expansion. Seems like a lot left to see with that as well based on what they teased.
I love it that they are taking on big projects like reworking all the legendaries instead of sitting around and doing the minimum per season or saving everything for the expansion
slowly they are beginning to understand uniques
Yeah, I think this is the key. They seemed to have spent more time on classes this go-around, but actual thought was put into the unique equipment. Let's give some good feedback and encouragement so we get more of it.
problem is turning uniques into something that every class is required to have for their builds which could really become annoying
Barb 4 weps needs reworked into something new entirely, and it's time to bring back dual wielding 2 handers.
Does anyone know what became of crown of lucion, shard of verathiel, and the othwr bugged/op uniques on the ptr? I didn't see anything about them on the patchnotes
Gives me Destiny vibes. Every update making previous builds obsolete when they get moved to the eternal realm.
In my opinion to nerf a class (without fixing bugs that was making X class OP) it is a silly approach that take out power from the hands of the players making them hate the game. I would rather buff the other classes instead. And I’m not salty about the Barb, considering that in D3 I played all classes -WD and my main was DH as the play style suited what I liked.
Also to buff across the board skills that are not useful, like shorter CD more utility etc. (Not speaking only of dmg).
Something they should implement as well imho is a sort of “permanent past season” example in the core game to be able to select S1-4 once S5 is out. Like this if I don’t like the season theme I can always revisit past one, maybe with buffed specs/classes.
Also they should put offline mode… for work I’m out of home for 5+ months and I would like to be able to play a game that I paid for… my 50 cents…
Thank you good sir why are we forgetting the trail and error from the last game ser this tooo many times from other games its like the team never look back to whats been done before
The uniques displayed were the most crazy besides mythics, a lot of unique had changes so minor for a somewhat already weak unique, they certainly gonna have another pass at some of them at some point..
Uniques are looking awesome, fun items is all i need to grind for days.
Dude 170% fire dmg on the staff...YESSS. I feel like a rare dropped consumable item that grants you another tempering chance would be cool. Maybe in the future?
damn, these are the legendries i've been expecting.
Imagine being able to put an aspect on ONE unique. ANY aspect you want, on ONE unique.
We don't want anything to feel fun and powerful. We must always nerf the fun, powerful class, rather than elevating the other classes to the same level. And instead of eliminating rare items, drop the crafting materials directly.
Now that's the kind of stuff I see and think damn I need to try Diablo out again and go for some of these bad boys.
I guess I'll check back in in October to see whether the bricking mechanic has been removed yet
You are ignoring difficulty when comparing team vs. solo. Many more will be able to do torment bosses in a team than as solo. That's a big plus on the side of team play right there.
Are the Unique reworks retroactive to eternal?
Only the unique stat(the bottom bold stat) gets updated from legacy items. You have to re-farm the item to get the correct stats together with the unique stat
Actually you CAN temper Rain of Arrows to cast twice. It was my build in Season 4 albeit not that great.
Oh for goodness sakes, Rhykker got me more Hype for season 5 then the campfire chat did......
Imagine if it had a system for proper party play. It’s still a solo game experience even though the actual gameplay is focused on party play
What do you mean?
probably has one of the best party in game chats for a clan, there's discord and many ways to group with people are you just shy to use these things that help you group up with people.... also doing events and grinding certain areas ive added people permanently to f/list as well to game with.....
@@ThmsDouglas the game is way more fun when you are in a party, but the game doesn’t have a good system to put you together with ransoms for a sustained period of time. Eg D2 had the system where you name your game, and people that wanted to do the same thing would join you
How about adding a veteran mode option? In this option, the difficulty will be higher in such a level that will make the game challenging for players who wants some. The rewards and loot drops should be the same with the normal mode so that there will be no jealousy between the group of players. This will just be challenge for challenge sake.
I am reading the pictures of the updated unique items in the patch notes; and other than the mythics, most items say item requires level 100. They have been capped at 80 for a couple seasons now. Has this changed? Did we revert back to the pain in the butt system?
The changes are sick and more than I expected. Season 5 will be a blast again before the expension.
10:30 My playgroup has less time to play than I do, so I usually have way more keys or runestones, and would have to waste valuable group play time to farm stones for them when we could have been speedfarming or pushing in greaters if they could have used my materials. Even this season, the fact that I had a ton of runestones meant they got to do pit runs even though they didn't have the summon mats.
from D4 release i didnt even see an uber unique drops, so the buffs doesnt matter
How about season of the boss fights? We fight all the bosses after they make them all run and farm andarial like we used to
After 3000 hours. Im good on going back . I even regret buying the vessel expansion .
The game gets old after 30 to 50 hours...
Even replaying different classes the game doesnt change
3k hours? lol😂
Wait... you're complaining the game gets old after 30-50 hours but you played 3000? Something isn't right there lol, also it's on you if you played one game way too much
I got a little over 4k hours in PoE you putting 3k in d4 with the amount of content avaliable craziness, especially since D4 hasn't even been out that long lol I have maybe 400 in d4
What happens to the already own uber uniques? I can destroy them at the blacksmith?