
Reader, Writer, Web Designer, Husband, Son, Brother, Engineer
Dear Blizzard,
I'm a huge fan DIABLO PvP and have been playing the game for over 20 years. Please take note of our concerns and make sure you don't cause harm to the game. With this patch to FHR, it's only affected by PvP. Let me tell you the reason why this patch is ruining everything.
The first, before the 2.4 patch, there was a major issue with knock back and FHR. When the assassin and the enemy are standing upright(or in a sideways position) the mind blast ability will can knock back the opponent normally. If the assassin is standing sideways and the enemy is standing diagonally, mind blast skill can knock back the enemy one time in two. It is a sign that enemy can be escaped immediately by using a diagonal direction.
Then, using old DIABLO(legacy), WSG ruins everything. Someone has said WSG is a skill, and I agree with them. three years ago. WSG is a major issue. When we hit with a skill, simply press teleport(or the skill of your choice) and then, if you hold the click. Then, press W(also an option to press it very quickly by setting two keys to swap). The skill then ignores interruptions and will cast immediately. So, WSG should never come to reappear.
Third, when using DIABLO Remaster, FHR movement is not initially triggered. In the example above, when a an older, stunned character hit and FHR motion is executed. If a second blow occurs prior to the FHR motion is over the FHR motion will be restarted. However, with remaster when FHR motion is began, another blow doesn't cause an entirely new motion. This is a major issue because the assassins aren't able to create any combination. This issue was present prior to 2.4 patch.
Fourth, there are certain combinations that are difficult to perform, but extremely harmful.
Smiter: smite FOH(Fist of the heavens) Teleport - smite
Hammer: smite FOH - teleport beneath the enemy's feet - Hammer
Hammer: smite Teleport under enemy lines to cause the enemy to the teleport option or run upwards - FOH teleport - Hammer
Assassin: following teleportation and assassin is riding directly towards the enemy, they are able to make two decision.
Assassin : 1. Mind blast kick/2. Mind blast put a traps for the enemy mind blast - nec : 1. running downward / 2. teleport
If they make a choice between 1 and 1. could be avoided.
If they decide between 2 and 2 is a way to escape.
However, when the make a different number decisionwas made, the assassin had a opportunity to design an escape route and a combination.
There are other combinations and team play combos.
The majority of combos are possible an appearance in the remaster version of well, with the exception of assassin.
However, after 2.4 patch, all combination became ineffective.
This is the background up to now, and let's examine it following 2.4 patch. After patch, following the one hit, characters receives an immunity to stun.
1.Every combo is no longer useful Some characters have become garbage.
2. Every assassin was broken.
3. No one was able to end the Necromancer.
4. Team against Team game, the focus the stun has disappeared.
5. The game of team became too long, which causes irritation.
What can I do to fix it?
1. Rollback FHR 1 to 2.3 patch
2. FHR motion must be initiated. When FHR motion is over any hit could trigger an additional FHR movement.
3. Reverse the damage to the bone skills of the nec. It's way too strong and didn't improve greatly by using PvE. Find a different method to make bone skills more powerful in PvE(Like using a curse to reduces the magic resistance)
4. I am not a fan of WSG contrary opinion. If you apply the WSG method I mentioned Ablove, you'll agree. It's disaster. By using this method, Nec can take on assassins with out even moving.
Consider the options in the above. We want to play this game once again. Sharing Diablo news here with you, and recommend you cheap d2r items, d2r ladder items in p2pah store.
Reader, Writer, Web Designer, Husband, Son, Brother, Engineer