Siosilvar wrote:That's not how facts or proof or theories work. It's literally *impossible* to provide proof of a negative. But, since you asked...
Alright, I can see where I'm at fault. In that case, why don't we just go with the definitions of fact and opinion? I just searched on Duckduckgo and these are the first things that appeared:
The first definition falls flat, because I gave positive knowledge of it.
I'm also neither an expert nor have I any special knowledge. It's simply things I deduced from existing circumstances.
Since I wasn't talking about a merit either, I honestly don't know how much of that definition can be applied to my statement.
It's definitely something I demonstrated to exist. And it is based on real occurences. So it seems very likely that what I said is indeed a fact and not an opinion.
Siosilvar wrote:The dev team has clearly been making it easier to play more of the game on more builds without respecs. Immunities are gone, skills and bosses have been reworked, new skills added. That's not a balance issue, that's a design philosophy issue. "Some builds struggle in some content" can still be balanced if they're damn good at other things (see poison throw barbarian, which was nerfed back into balance because it was too good at the content it can be used in). I'll give you that, if their new design philosophy is that every build can do everything, that teleport-when-struck is working against that goal. But "viability and balance" doesn't mean "everything can do everything just as easily as any other build", it means "there's good reasons to pick anything".
I agree very much with this. This also wasn't about "everything can do everything just as easily as any other build." As stated for example in the Val'thek discussion in this thread, I'm very well for character differences and character identity for example. This leads of course to not every build being able to do everything just as easily as any other build, because the differences are way too hard to put in the right position. And I'm totally fine with that. Especially when it comes to the mechanics of the skills, this is completely fine with me.
What I'm really not fine with is what I said in my mega post, where I took Balefirezon at nightmare Baal as an example. When about 90% of the damage per cast can simply be avoided at any given moment because you have only a 1 in 25 chance for the full damage of a single cast to actually hit the enemy, then that is of course a broken imbalance.
So this isn't about a +-20% killing time or damage output. It is about most of the damage that's supposed to hit the enemy not actually hitting the enemy, which leads to 1) damage per mana point ratio sinking to abyssmal values 2) killing time excessively increasing and 3) Difficulty increasing as the boss constantly repositions itself, which in itself can also be a big factor.
Siosilvar wrote:And so I think it's fine for some mechanics to be bad in some ubers. Multihitting skills are bad against QT, Xaxaz, Astrogha, and Uldy. Snake Bite can't be used to farm so you need some kind of backup attack. Hailstorm is garbage against most of the 120+ bosses because they don't sit still or namelock the player. None of these are problems, just differences. And every single class has options to do all of the content, even if you have to respec out of melee sorc into poison sorc to make your life easy. Though even at a build level, melee sorc has Spiral Dance and Charged Strike available.
There are couple of other boss fights where multihitting abilities are bad because of the teleport on struck mechanic. And yes, I agree that neither snake bite nor Hailstorm are problematic. Hailstorm is an oskill after all. It's there to complement your build. Since it's not your main attack, that's completely fine. Throw barb has of course other skills to use, which are good even if you don't spend 20+ points in a single skill, so a significant portion of your skillpoints, which is why snakebite is fine, too.
Teleport on struck however is a problem. There are a couple of multihitting abilities that get completely countered and take away most of their damage.
Balefire is one of them. Wychwind is another one of them, which not only takes time to build up, but then doesn't even reward you for waiting and kiting the boss that long because the boss just teleports away after 3 hits. Frostclaw totem used to be on the same level, but was changed swiftly because they couldn't balance it otherwise.
As for me, I think it's sad to see these abilities go. I do very much enjoy wychwind as an ability for example. Especially paired with chance to cast on striking items. Seeing arrows come out of your character like a machine gun because mephisto is just tanking all of the wychwind hits is fun. That's also something that I read a couple of months ago. In a thread that asked about what the builds from earlier versions you had the most fun with a lot people replied: procc chains. But at some point it's just not viable anymore and you're forced to switch from your fun build to a build you enjoy less. This is not about build X just being easier. It's about the build you want to play not being viable at all at some point because you hit a brick wall in progression.