your opinion on heroic rework

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void
Shadowgate Totem
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post what your experience has been so far and what you think of the rework
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Goodkidscc
Core Lord
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Baal felt like I had a really inconsistent damage output, and even blasting away on bpr felt like i was only doing damage in small increments in bursts.


Kabraxis felt much weaker, but when I attempted quov tsin it felt like i was barely doing damage.




Something just felt really inconsistent in the mechanics of its replacement.
Fumbles
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Tantrum sucks now. Is that the answer you were looking for?
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void
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Fumbles wrote:Tantrum sucks now. Is that the answer you were looking for?

mind to elaborate and what its got to do with the heroic mechanic?
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Crash
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Goodkidscc wrote:Baal felt like I had a really inconsistent damage output


Baal has avoid now.
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I'm not even sure what heroic rework means.. The new patch? Changes to ubers specifically?
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void
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Goodkidscc wrote:Kabraxis felt much weaker

playing the zon super chill but your comment gave me reason to go try him, and youre completely right hes cake. MXL17 casual edition :hammer:
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Hated heroic shields. Boss fights will be determined by gear build etc for most part as always but waiting for RNG to determine that I'm allowed to do damage with x element... fuck that.
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Heathen
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It was a step in the right direction, considering unless you have a bunch of -enemy res, they couldnt really even be scratched. Consequently, when you had -200% enemy res, bosses would explode. And weapon elemental damage was less effective, since most wdm will need to fill their gear with other affixes to survive, getting -100% enemy res wasnt realistic on most builds.

I dislike the boss avoid%, but it's not something i'll complain about often.
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evil_potato
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well heroic shields were originally implemented to extend duration of the boss fight so that you actually had to learn and survive the mechanics of the boss. To that end, I think the removal of the heroic shield and increase in boss life is a better means of accomplishing that end. Some of the fight mechanics should probably be reworked though.

The changes to kab have made him laughably easy. True, the bone prisons cause a great deal of desync and frustration and I'm glad they're gone, but something should be changed to make it more challenging. At the moment he can be realistically done as soon as you reach act 3 destruction by any build that would be capable of killing baal at that point.

Quov Tsin is fine I think, reasonable life, trinity beam requires resistances and dr so it's still the same kind of gear check it always was, just less intensive (maybe bring back res pierce to increase gear reqs, since it's quite simple to get 90 all). Bone nova skill requires you to pay attention since it's a 1-hit ko but it's not hard to avoid, so feels fair.

Astrogha is a bit tougher than it used to be. I don't think there's anything really wrong with this uber, except that if you let too many darklings pile up, it takes a few seconds after entering tp for the area to load, and if you're close to the swarm you'll die before you have a chance to do anything. Solution to this is to just make your tp further away or outside the entrace. The first time I attempted it I let so many darklings pile up that after I left the game I was unable to rejoin it, similar to how it could get when doing old cancer-uldy.

I like the changes to Xazax very much. It's a timered fight based on not letting the area fill up with invincible darkwardens :) Straight damage check where you need to mitigate adds that get in your way/kill you fast if you let them get close/block the boss entirely if you let too many get summoned. No more cancerous chasing him around hallways :)

Belial is pretty much the same, not much to say here.