Things in this post that were changed in 1.6.1 -
Spellblaze Crystal no longer flees
Disruption Shield Changed again
Flex Combat is 50% (still down from before, but up from 30%)
Striking stance dmg buffed (25 to 60 instead of 5 to 35)
Wyrmics got kneecapped
Weapon damage got changed some :
Restore exponential bonus to weapon damage
- return 0.3 * phys * power * talented_mod
+ return self:rescaleDamage(0.3 * phys * power * talented_mod)
(I have NO idea what this means).
Insane/Nightmare have 20/10% less hp on all enemies (same as normal).
(2 new classes also)
sidenote : I can't tell if the OP is complaining that the game is too easy or that the game is too hard
Dajawn wrote:
tabs wrote:
Is it intentionally ironic that this was posted on the day 1.6.1 was released?
Yeah call it comedic timing, i've been sitting on this for a little. 1.6.1 tried to bring weapon damage and the earlygame out of the dreadful state they were in so praise given. Putting rares at 4 still means a dungeon full of whites but it means getting movement infusion and armor and being able to actually fight things is faster.
E: one thing that showed its age was the expectation that freeze would get nerfed. Cath was in charge of that but went MIA...
This is a super easy change, no idea why it would take a specific person to do it
Code:
-getDamage = function(self, t) return self:combatTalentSpellDamage(t, 12, 180) * t.cooldown(self,t) / 6 end, -- Gradually increase burst potential with c/d
+getDamage = function(self, t) return self:combatTalentSpellDamage(t, 10, 320) end,
as 10,320 is the standard that I see for spell damage throughout tome code. Scaling with the cooldown of the talent is really weird.