From what I’ve gathered in all those Ward OP threads, ward as a mechanic is fine, and was on par / slightly worse than HP pre-1.0. However now it got OP specifically due to a small number of ward uniques, and some broken abilities.
Let’s discuss how you would like those items to be nerfed. The developers are most likely also discussing that problem, but we can help by providing ideas, and listing all the OP shit to make their work easier.
I don’t really play Ward builds, so my knowledge on the topic is quite limited, so I’ll provide one item:
Cleaver Solution. It allows to scale both strength and intelligence - first one gives increased armor, second one gives ward retention. As a result, one item gives character double the defense scaling from one attribute.
Proposed nerf: the item also rolls an additional affix: Armor bonus from strength is reduced by 30-50%. Ward retention bonus from intelligence is reduced by 30-50%.
The numbers can be changed, but should be no more than 50%, in order to not make this item gimp the defensive scaling. Initially I considered just 50% flat, so that this unique could be used for attribute stacking only, but maybe some buff in defensive scaling is okay. It just shouldn’t be close to double.
the problem is not just the defensive mitigation, it is mainly because you can easily get over 10k ward, while hp maxes out around 5k with huge investment.
ward generators just add to its unlimited pool.
Also Ward regenerates so much faster than health with similar investment.
I would adjust the ward algorithm so that is drops off faster rather than nerf individual pieces. Just make it so that 10k+ ward becomes really really hard to achieve while sub 5k ward remains about the same. I’m 100% sure this can be done algorithms can be made to do nearly anything.
Ty for suggesting even more nerfs to shaman and dual-wielding which already has +9% increased damage taken penalty.
It used to be 15%.
While I generally prefer the tweaking (again) of the decay formula, that doesn’t entirely change how much some skills can generate being problematic as it would allow those skills to more rapidly regen whatever amount of stable ward they would top out at.
The problem with this approach is that investment into ward will get cucked. There are currently outliers for ward generation, both items and individual skills, so if you nerf ward generally, it will make other ward generators, that are not OP now, completely trash.
Or at best it would make ward some sort of soft-cap stat, which you can get about 5k, and forget about it. Pretty much what D4 did with armor, and if I was a ward build enjoyer, I wouldn’t want it.
This item can be used by every class. If shaman/dw classes are weak, they should buff those classes, and still nerf the OP item.
No. If you read what he said:
You’d see that he’s not suggesting a global nerf to all ward, just make it so that reaching the unreasonably higher values would be harder if at all possible. So the “less effective” ward generators would still be less effective than the OP ones but largely untouched by the tweak to the decay formula.
Kinda, depends how hard the make the decay scale, so not necessarily.
I think ward is fine in moderation, so whatever they do should be targeted toward the ways that people accumulate massive amounts of it.
Well, you’re probably right, that’s wouldn’t be a global nerf to ward generation, but the effect will be pretty much the same.
You will have a choice between getting 1 OP item, or investing a bunch of points on a passive tree / affixes on all your gear, to get ward “cap” (there’s no cap formally, but it is effectively there, at 5-7-10k or whatever number, where diminishing returns start to hit real hard). And the choice will be obvious - you get the 1 OP item. All other sources of ward generation effectively don’t exist.
The main point here is, whatever you do to ward globally, will not change the fact that while OP items exist, they make all other sources of ward useless by comparison.
That’s why I still think that target-nerfing the clearly OP stuff is the way to go in this situation.
Just reaplce “ward decay threshold” with “max ward threshold” put it at a base value of 100% max HP and create a “+X% to max ward threshold” suffix (which also replaces all “ward decay threshold” stats).
That way high ward builds are still possible but require more investment and sacrifices than just equipping 3 items.
You know you need a tad bit more then 3 Items to get this running? MY 0LP equiped pala sits at 2k Ward with gloves, exsang and lsotl.
There are far more faulty operations at work right now then you think and I take a wild guess and say most of the LL items are not the issue. The relic is completely stupid to be clear but outside of this?
there are a lot of crap items and interactions out there that make Ward ultra busted and that’s that.
At the end of the day it’s simple. EHG knows the numbers. Make the maximum ammount of HP possible the max ammount of ward and add a percentage on top to compansate for Endurence (not 60% nono) and be done with it. Then reduce the ward reg more and more untill it’s in line to HP reg and then call it a day. Yeah it’s a lame solution but at least it might help a bit for the beginning.
There’s already good suggestion on the forum about ward.
And imo they have more important think to do first, like end game content, class rework or bug fix.
I’m pretty sure 1.1 will have ward changes. Balance is also important to the game, especially when you have builds pushing 5k corruption, when the game was designed for 300-600. Because then players complain that it takes ages to get to such high corruption (which they never should get to in the first place).
Also, ward changes are a part of class rework/rebalance.
Ward decay threshold has a miniscule impact on the amount of ward you can maintain. 100 ward decay threshold would increase your stable ward by 100…
Ward retention is what you want to nerf.
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