A patch note for public test realm hit the internets lately, and so I decided to share them here:
Discover the exciting new class balance changes, Rune Words, and more the developers are bringing to players in the upcoming Patch 2.4 PTR!
news.blizzard.com
My
abridged thoughts on...
...character skill revisions:
I appreciate how the patch handled casting delays.
I appreciate that they really focused on improving less useful skills and creating build opportunities.
I appreciate that skills descriptions are more clear
There's no huge power creep or anything.
Amazon: I 100% on board with the changes. Impale and Fend get buffed and have more utility, close-ranged Lightning skills doesn't need to rely on Lightning Fury for synergy. I also like how things are handled on the Bow/Crossbow side, particularly on fire arrows. Thanks to casting delays not being tied to each other, using Immolation arrows in conjunction with other skills, like Valkyrie, shouldn't be frustrating anymore.
Assassin: This class I really don't know what to say about. I'm
that inexperienced with Ass-ass-ins.
@Antimatter, please?
Barbarian: Barbarians always felt quite solid, though I am glad that Leap Attack got some love. Using throwing weapons might be a viable choice now. Also, I like what was done with the Grim Ward, it might be worth picking, even as a so-called 1-point wonder. There is an interesting, but not very useful, synergy between Increase Stamina and Frenzy. IS increases Frenzy's duration, but that feels not needed. Even if your Frenzy wears out, this is not a problem at all.
Druid: This is the class I was looking the most forward to. Thanks to casting delay changes, the fire skills seem more useable, especially since some skills that had dual-type damage (fire + physical) had synergies increased for their physical component. I am however disappointed since Armageddon skill while being really cool, was very unreliable and it doesn't seem anything has been done to change that. Hurricane can be now cast while shapeshifted, so melee/hurricane druid could be an interesting build. Also, maybe, a shapeshifter with both Hurricane and Armaggedon? I would like to try that, even if it may not be that practical.
Love that Fire Claws don't require so many points in synergies anymore. Also, I thought werebear's physical skills lacked in damage, so changes in there were also welcome.
Summons seems more reliable and I can't wait to test them out. Ony vines are quite puzzling since some of them didn't receive any bonus to survivability.
Necromancer: Skeletal mages got a significant buff, from what I see, which is a good thing. They were underperforming and now it may be worth investing points in them. Same for some golems. I think that high-leveled Blood golem would work amazingly as free healing. Interestingly, Fire Golem's holy fire aura level doubled. That, combined with a general buff for this aura might potentially mean that Fire Golem could do some serious elemental damage. Noice.
Bone and Poison skill changes are minimal buffs. Bone Armor now grants equal amount of benefit as its synergies, but that still means it is better to invest in synergies since they provide additional utility. This needs to be changed even further.
I am disappointed with the changes to Curses. Only Weaken receives scaling via level up, meaning most of the skills here are 1-point wonders. This is a missed opportunity because even if you'll have a hard time scaling some curses (besides increasing the radius and duration), you could provide them with some synergy to other skills. For example, Life Tap could give a passive bonus to Blood Golem. Lower Resist to Fire Golem. Deceprify would passively increase the attack speed of your minions. Things like that.
Paladin: Appreciate the clarity in the tooltips. I think some changes to combat skills are really well-intentioned but I kinda doubt they'll open up new builds. Holy Bolt still doesn't seem that useful to me, and Fist of Heavens, while being a really cool concept, would still feel underwhelming in fight against anything that's not undead. Also, who is going to use Conversion?
I am
very concerned with changes to Holy Fire Holy Freeze and Holy Shock auras, mainly because that in close proximity, they deal twice as much passive damage. Aurading/Tesladins (or whatever they are called) are already very overpowered, with stacking on the auras from items, and now they basically deal twice as much damage when close. Same for dual Dream + Lightning Mastery sorceress.
Sorceress: I do think that there could be more done to make each of Armor skills more distinct. The character really benefits from changes done to casting delays, but overall, I would say the changes done to Sorceress are not that significant. Static Field gives more damage to Nova and Thunderstorm, but will that be enough to justify using these skills at a higher level of play? Also, Blaze gets some buffs and now offers a passive walk/speed bonus... The thing is, Sorceresses teleport a lot, so this seems redundant. I am also disappointed that Frozen Orb doesn't get buffs. It is a great skill to get through the nightmare difficulty, but it lacks in power significantly behind a Blizzard. On the other hand, I love the changes to Hydra.
... Mercenaries
They are now hireable at the character level, and apparently, there existed a difference between stats gained dependent on what difficulty you hired a mercenary. Now there shouldn't be any disadvantage regardless of difficulty.
Act 1 Rogue archer: They receive Exploding Arrow/Freezing Arrow that scales with levels and thus area-of-effect damage. Will work pretty well with new runewords, especially that +3 to skills and 100% chance to pierce.
Act 2 Desert bois with huge spears: Quality of life changes. From Nightmare difficulty onward you can hire any from the auras, no need to jump between difficulties.
Act 3 Iron Wolves: Fire and lightning guys gets additional utility skills in form of Enchant and Static Field, which sounds very useful. Their AI is adjusted in terms of how often they cast certain spells. Fire variant loses Inferno and gains Firebolt - which is odd, but if these guys have synergies in a similar way player characters do, then this decision is understandable and acceptable. They gain general survivability in terms of HP, defense, and resistance. The problem with these guys lay in their small damage output, so I really hope the synergy between skills thing would apply to them.
Act 5 Barbarian warrior giga chads: Finally, they are better tanks than act 2 mercs, which is really great. They do gain access to Battle Cry, which means they will debuff the enemies.
Overall thoughts on mercs: those are changes in the right direction. Though I wonder if there is any reason to ditch Act 2 merc with Infinity runeword for any elemental damage-dealing spellcaster? For now in this regard, act 2 mercs still seems top-tier.
...runewords changes:
I
nsight can now be created in bows and crossbows, which is a good choice. Why some utterly OP runewords for act 2 mercenaries, like Infinity, can't be treated in the same way? For now thanks to those, act 2 mercs still feel pretty much the best choice.
Aside from the runewords I already talked about:
Plague runeword is interesting, but I think it missed the opportunity to be really good. It should cast Lower Resist on striking, instead of being struck.
Pattern is a cool runeword for Assassin when transitioning into Nightmare difficulty.
Now, the
Obsession runeword blows my mind. It is really expensive - it requires Zod, but it has the potential to be endgame gear since staves can naturally roll bonus to skill points. Meaning, you can effectively have +7 to your main destructive skill. It can be created in 2-handed staves, so it doesn't require 156 strength Spirit runeword needed in Shields; and since you don't wear a shield when using
Obsession, you are freeing plenty of attribute points to invest in something else. Despite this, I feel the runeword needs something extra, since it requires the rarest rune in the game and a solid base of a good +3 skill staff.
...Location changes
In general, I approve of most locations on the list being changed to level 85. More variety, more areas to grind and search HRs in. I am scratching my head about Underground Passage level 2 though... I guess when you play through hell, you can decide to visit it on a whim, but it's hard to imagine anyone would want to farm that area.
Any thought of yours, dear customers of this fine tavern?