The Diablo IV thread

Mortus

Ars Legatus Legionis
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My wish was that the Pit didn't tier-gate the craft items. Like if I'm running a tier 60, I should get the first and second level craft drops, not just the second. Having to run a bunch of tier 30 pits to get new gear up to MW4 is just annoying.

I also wish they would have taken a bit more of a page from the GRs of Diablo 3 with the Pit. The whole premise of the GR runs was that you skip the trash and only kill elites, which sometimes meant going through 4-6 levels. But the Pit only having 2 levels means you have to clear trash as well. While in the long run it doesn't affect it much since runs are still short, I've had a few instances where I was on the 2nd level and had to backtrack to find more trash to kill to finish out the bar.
 

skazz

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My wish was that the Pit didn't tier-gate the craft items. Like if I'm running a tier 60, I should get the first and second level craft drops, not just the second. Having to run a bunch of tier 30 pits to get new gear up to MW4 is just annoying.

I also wish they would have taken a bit more of a page from the GRs of Diablo 3 with the Pit. The whole premise of the GR runs was that you skip the trash and only kill elites, which sometimes meant going through 4-6 levels. But the Pit only having 2 levels means you have to clear trash as well. While in the long run it doesn't affect it much since runs are still short, I've had a few instances where I was on the 2nd level and had to backtrack to find more trash to kill to finish out the bar.
You do realize that the alchemist will transmute higher level pit craft items at a rate of 1-to-3 down to lower level pit craft items?

It's also always more efficient to run higher pits. E.g. Pit 30=39 Obducite, Pit 31=60 Obducite when you transmute.


That's what I'm trying to decide for next, either a Rogue or a HC Barb. Normally by this time I'd be on to playing something else, but this season still has me wanting to try new things after two different builds already.

I have levelled a Shadow Minions Necro to 100 MW8, Bash Barb to 100 MW7.5, Frozen Orb Sorcerer to 100 MW6.
I've reached the "smooth pitting" phase of their progress now, and what's left for me is mostly just swapping in marginally better GA items if I find and temper one successfully, and raising overall MW all the way to 12.

However, while they are all great fun I am getting a bit bored with the pit being effectively my only core activity. I get bored after about an hour of running it and go do something else now.



I did switch back to my eternal (season 3) barb and finished up a Dual Swing Twister build (and slapped on MW4 on all gear). It's obviously not as good against bosses as the Bash build, but it's a heck of a lot more fun running through the rest of dungeons or the pit. The way stuff melts all over the screen due to excessive dust devils everywhere is fun :D

I was thinking of picking up my old season 1 Pulverize Druid, but I'm hoping to play Druid in Season 5 after they get some buffs.
I tried my old season 2 Rogue with Heartseeker, but didn't have the patience to completely gear % lucky hit in order to make it work. The build rather underwhelming without it, and I just don't like the combo points mechanic of most other Rogue builds - Endgame should be about gearing up so you don't need a Basic attack to regain resource...

So yeah, I'll probably just play at a reduced pace from here on, doing pits and slowing increasing masterworking.
 
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Thegn

Ars Legatus Legionis
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So I kind of remember something about being able to craft low level "super" gear somewhere in the game, but I'm not finding anything at the vendors - am I misremembering something, or is this something that exists? I know already about doing whispers @100 and handing the box to a L55, but IIRC there's something else out there.

(No, my barb didn't die, just want to PL a couple other characters to 50)
 

Nitestorm

Ars Tribunus Angusticlavius
6,596
Well unmasterworked Ubers are level 35. Collect a bunch and you can use them to gear all your lower level characters... (yeah, I'm not saying it's feasible, just possible)

I mean I did it for my rogue :flail:

I've gotten 5 Melted Hearts, 5 Doombringers, 1 Andariels, 3 Harlequin's Crest, 2 Tyrael's Might, and 1 Grandfather so far. Still can't get a Starless Ring to drop, and I got like 15 of those in S2/3.
 
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RandomZero

Ars Tribunus Militum
2,900
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So I kind of remember something about being able to craft low level "super" gear somewhere in the game, but I'm not finding anything at the vendors - am I misremembering something, or is this something that exists? I know already about doing whispers @100 and handing the box to a L55, but IIRC there's something else out there.

(No, my barb didn't die, just want to PL a couple other characters to 50)
From level 20-50 you can craft a leveling cache at the Alchemist that has a Lego in it. That's what I did when I was leveling the Barb.
 

skazz

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Ah, masterworking was good to me today for a change...
1718891409864.png


I finally clicked on the 8/12 MW upgrade on my sorcerer gloves (which also have max crit/AS rolls but not GA). They have GA Frozen Orb, and to my surprise I got both 4th and 8th Masterworking bonuses on Frozen Orb. As an alt I wasn't prepared to reroll MW, so it's just pure luck. Happy :D
 
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Thegn

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Thorns is... Different. It's INCREDIBLY tanky, as long as you have a shout or two up. When your challenging shout is up, everything just splats on your thorns. But the problem is, you have to get things to hit you first, and some things take a very long time to get around to it. It really makes you realize how much the mobs just posture, and don't actually attack...
 

skazz

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Use Yen’s boots for the effect which auto casts Challenging Shout, or some other way to make sure it’s always available?
The boots work great on my twister barb to keep 1 shout up permanently.


Edit: Ah, Maxroll wants you to play Thorns basically just the same as a Bash barb:

From my experience of Bash, you need to chuck on as much run speed as you possibly can (80-100% run speed is very handy for running around between groups of mobs - ignore the single ones. Heck, with +30% from Rallying Cry there's no reason not to aim for +100%), and without Leap you are basically just using Steel Grasp to collect up mobs. In that case, Hectic Aspect is your best friend, because it lowers cooldowns for you as you bash.

I have been having good success on my Bash barb stacking Attack Speed and I even use Rapid Aspect on a 2-hander for more attack speed. This resets cooldowns with Hectic so fast it's often crazy (chaining leaps for example). Until you have more Masterworking maybe you should compromise somewhere to get Hectic keeping your Steel Grasp up as much as you can?


Edit: Make sure you have Needleflare aspect as well, since that turns Thorns into AoE. Not sure what the range is, but Steel Grasping each pack of elite mobs and then Bashing while Needleflare does it's job sounds feasible to me.


P.S. I think my D3 Greater Rift experience is helping me somewhat. I learned many years ago to basically hunt out each group of elites. Individual mobs are just a waste of time. Move fast and grab a nice juicy elite pack each time to finish the Pit run as fast as possible.
 
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Thegn

Ars Legatus Legionis
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I'm playing this build: https://mobalytics.gg/diablo-4/builds/barbarian/thorns-barb-1

For me, it's not really a problem - I'm more interested in survivability than speed. The main thing for me is that this toon survives to 100, everything else is gravy. I've got a rhythm set up - leap, burn a CD, chains, frenzy what's left, repeat. All my needed glyphs are L15 or higher, and I'm L86. Obviously, leveling has slowed down a bit.
 

RandomZero

Ars Tribunus Militum
2,900
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Instead of messing with Flay, I went ahead and started up a Heartseeker Rogue. Made it to 52 last night in a couple of hours, pushed up to 55 this morning before I logged in to the work PC. Made the transition to WT3 at 35, plan to transition to WT4 when I log back in to the game after the work shift ends. Pretty fun so far.
 

skazz

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I wonder how fun Heartseeker is once you have the right gear, indeed. I've been saving GA Lucky Hit jewellery in case I ever want to try it, but unlikely this season.

While winding down the season I've been having a lot of fun with the Dual Swing Twister barb. It can't run high Pits, but just messing around doing basic lower masterworking gearing it's a blast to run around and melt screens by filling them with Twisters.

I've reached pit 82 on my Necro so far, which is about as far as I can go right now while maintaining the "<5 minute runs for efficiency" ethos. I can probably push to 100+ but it would take effort.
 

skazz

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From the season 5 PTR / Fireside chat:

Summary:
  • They are adding 12 new uniques and 30+ new legendary aspects in the PTR
  • Existing uniques are getting massively buffed, and will include them changing skills somewhat like tempers can do today - The goal is for players to build around Uniques rather than them being optional extras
  • GA gear gets additional tempering tries. So 3GA has +3 tempering tries.
  • Uber/Mythic uniques will get a differentiating purple glow
  • It's going to be possible to get Uniques from obols, helltides, and whispers
  • A new chain lightning unique should get us viability for that build in endgame
  • You will be able to resummon bosses without leaving and resetting the dungeon
  • The current Heartseeker and Bash builds are based around base skill tempers and are bugged. Heartseeker is double dipping in victimise and Bash cleave is multiplicative, not additive. They will get fixed next season, so play them this season if you want to experience them as they are now
  • Druid base damage is being buffed to make them more competitive
  • Helltides are being tightened up: 10 whisper points on offer in each helltide zone, collectable within 15 minutes (not sure if Helltides will be shorter as a result or not)


Wow, an example of a Barbarian necklace unique. The power creep is ongoing:
1718999604812.png
I'll have one of those please, thank you.


I'm torn. On the one hand I was planning to play Druid next season, so the buffs and changes will be good. On the other hand, sorcerer is also getting buffed (although infinite flame shield is being nerfed) so that class will be fun too... And then there's Barbarian which is always fun. Ah, decisions, decisions.

PTR starts on Tuesday, and then we will know more.
 
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cogwheel

Ars Tribunus Angusticlavius
6,691
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GA gear gets additional tempering tries. So 3GA has +3 tempering tries.
Nowhere near enough to fix the tempering system feeling like punishment.

A new chain lightning unique should get us viability for that build in endgame
Nice. Hopefully they'll succeed.

The current Heartseeker and Bash builds are based around base skill tempers and are bugged. Heartseeker is double dipping in victimise and Bash cleave is multiplicative, not additive. They will get fixed next season, so play them this season if you want to experience them as they are now
I've been expecting them to nerf that Bash temper, since it didn't feel intended that a Basic skill should be able to stand on its own and end up so powerful.
 

skazz

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Don't forget the PTR is a place where players can give feedback, so if +1 tries per GA on an item doesn't improve the tempering experience I guess they can look at other options.

I agree with suggestions to limit each tempering manual to 3 tempers rather than some having 5, since you only have 5 tempering attempts (or soon 8 attempts on a 3GA item), so statistically getting 2 good tempers is practically impossible if you only want 1 thing from a list of 5.
 

cogwheel

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Don't forget the PTR is a place where players can give feedback, so if +1 tries per GA on an item doesn't improve the tempering experience I guess they can look at other options.
They need to be much closer to scrapping the current system, not just making tiny tweaks to it.

I agree with suggestions to limit each tempering manual to 3 tempers rather than some having 5, since you only have 5 tempering attempts (or soon 8 attempts on a 3GA item), so statistically getting 2 good tempers is practically impossible if you only want 1 thing from a list of 5.
That just means your items get destroyed after fewer tempering attempts.

So many tempering manuals consist of one choice that's good or critical for your build and three to four that do absolutely nothing for your build. The distribution of affixes across manuals is extremely uneven, to the point that tempering just serves as an extension of the RNG that happens when an item drops, not a choice the player actually makes.

If they want to keep something vaguely like the current system, then they need to make all manuals three item ones where you're getting either (for example) +damage or +damage to close, not +Bash cleave or +HotA size.
 

cogwheel

Ars Tribunus Angusticlavius
6,691
Subscriptor
Honestly they just need some kind of semi-rare to rare drop that can restore tempering attempts. I know resplendent sparks was a possible suggestion, but I think that is too rare for most of the player base.
That would be better, but arguably just turns Tempering into Enchanting 1.1b.

I think there's space for enchanting, tempering, and gems, but they need to rethink what affixes go where.
  • Affixes that are build-specific need to be entirely under control of the player, so that means gems. What's on gems now should be mostly just removed from game, since there's so little choice or variance between builds and gearsets (everyone always does rubies in armor, and does either diamonds or skulls in jewelry depending on which cap they're just short of). They'll probably need to make more gem cuts, but that's fine, and they can make the gems change between classes, so a ruby cabochon does something different for a rogue versus a druid. This will also make it much easier to try new builds, since you wouldn't need entirely new gear and a few runs at the Tempering RNG to make a usable set, just a pile of gem chips.
  • The stuff in tempering that overlaps base item affixes (e.g. +health or +thorns) should be removed since there's little reason to have double-stacking like that. Tempering should be entirely things that are useful, though not evenly so. Things like getting either +damage or +close damage or +vulnerable damage, where each does at least something for everyone even if there's an optimal choice for your build to chase.
  • Enchanting should have the potential for getting GAs added to it, so it doesn't exist just to fix a suboptimal set of affixes on a piece of gear, while still acting as a gold sink.
 

Happysin

Ars Legatus Legionis
98,681
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Maybe there's value in a "reset" option that wipes a piece to its original state across all modifications. You get a shitty temper? Reset the whole item and deal with the impacts of that. That allows enchanting to continue to be the sink it is, and provides an avenue for tempering to not be a hard break on an item.

Weaknesses I can see:

1. If it resets the cost of enchantment, it could be abused by just resetting after each bad enchantment, unless resetting itself is sufficiently expensive.
2. It provides a compelling reason to only temper first as your limiting factor, so it's the only thing you're resetting, which is just enchanting with extra steps.

But maybe there's something there.
 

skazz

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As I mentioned in the guild chat, the uber Melted Heart of Selig (together with a 0.4% Ramaladni) makes a huge difference to a Bash barb.

I went from Pit 70-80 being very painful if I encountered poison or fire mobs, with lots of potion spamming and running away, to suddenly feeling like I have 3x health and almost not needing to care. I know I can push the pit a lot further with this barb now, just because annoying mob types became almost effortless.

The amulet dropped for me today, with GA in the one attribute I definitely don't need it. And then 2x masterworking both went to the GA attribute, so I decided to leave it like that because it's just funny. Normally 2x MW on the GA of an uber would be amazing :D
1719081205315.png
 
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