​D2R Season 3 - Class Balance Changes

Nov-03-2022 PST

If the team is planning changes to the balance of classes for Season 3 I would like to share my ideas with the team. This would broaden the range of character build while maintaining class fantasy as illustrated here...


Amazon

Cold Arrow - increase range to be similar to Fire Arrow (reduced range for Cold Arrow persists for both Amazon and Act 1 Cold Rogue)

Ice Arrow - buff damage since skill is a single goal (e.g. double damage when in comparison the Freezing Arrow and could make the skill more valuable against Elites, bosses or even elites)

Impale is a benefit of the critical strike, and fatal strike (arbitrary the single-target ability cannot be critized and is not part of Amazon's arsenal)

Evade - increase the FRW by 1% for each level to increase mobility.


Assassin

Martial Arts - charge-up skill duration increased to 30 seconds instead of 15 seconds (helps by PVP) and also removes delay between next hits due to certain abilities, like Claws of Thunder and Phoenix Strike.

Blade Shield - no longer makes use of weapon durability. It is a skill designed to work together with Blade Fury, doesn't mesh well due to the risk being broken Eth weapon.

Cloak of Shadows Cooldown removed to encourage players to level up their skills.


Druid

Arctic Blast - change skill into a cone of freezing cold that hurts opponents in AoE. This skill can also freeze enemies, rather than chilling them.

Lycanthropy is currently the precondition in Both Werewolf as well as Werebear (similar as Armaggedon's prerequisite modification within 2.4). The FRW should be increased by 11% per level to gain more mobility.

Rabies - Increase the synergy between poison creepers and also reduce the duration of poison.

The skill of hunger will always be on the target to guarantee survival and the mana leech.

Summon Spirit Wolf, Summon Dire Wolf - increase movement speed by 30 percent.

Poison Creeper, Carrion Vine, Solar Creeper - significantly improve the lifespan of vines and also add the ability to reduce physical damages on vines to improve viability.


Barbarian

War Cry - reduce mana cost to 0.60 per level, to increase efficiency, eliminate blockability, and increase damage slightly.

Concentrate - switch Bash synergy to Shout to complement this unique defensive construct and increases Berserk synergy to 33 percent (up from 11 percent).

Berserk - always hit. The ability to master a skill should not be based on attack ratings (magic damage). Because this damage attack reduces defense to 0 and it is always hit, having it always is a good trade-off.

Grim Ward - remove corpse requirement.

Iron Skin Iron Skin 0.5 percent per level (thematically capable of taking massive hits).

Increased Stamina Changed name to Increased Reflexes. It now increases FHR by 1% per level, in addition to increasing stamina.

Whirlwind - Don't apply diminishing returns on weapon IAS (only for other devices). This puts more emphasis on the weapon IAS that harks back to the old mechanics. The ultimate objective is to make 2H weapons practical by achieving four frames of WW.

Frenzy - eliminate Taunt synergy, and then adjust the synergies in other ways as follows:

Double Swing: +8% damage per level

Berserk: +3% magic damage per level

Increased Stamina +6% damage, and +0.4 seconds per level


Necromancer

Golem Mastery - now grants 10 percent AR per level, in addition to the standard 25 , AR level. Additionally, it now grants 10 percent loss per level (single powerful monster)

The Blood Golem: Apply open cuts to both sides of the body when you are struck.

Fire Golem – increase the damage caused by fire and reduce enemy resistance to fire per level.

Raise Skeletal Mage significantly increases damage to the elemental and speed of missiles. In addition, missiles now have the chance to strike at a level.

Corpse Explosion: change the effects of fire into poison. necros do not have anything to do with fire.

Poison Dagger is now non-interruptible and gives an additional 2 percentage IAS per level. In addition, the poison damage is applied immediately (daggermancer is a possibility)


Paladin

Prayer - remove mana cost per second.

Sacrifice: Increase the ability for applying open wounds at each level. This ability is now non-interruptible.

Vengeance - Remove Salvation Synergy, and Roll Bonus into the main skill (reduce the synergies needed to reach maximum ability. The current requirement is a massive 100 skill points)


Sorceress

Frosted Orb increases Ice Bolt synergy from 2 percent to 4% since the synergy bonus is not that impressive and frequently ignored.

Hydra Hydra Fire Bolt synergy increased from +3 percent to +6% Remove Fire Ball synergy. The damage remains unchanged however it is possible to build hybrid builds.

Meteor reduces the impact time by half and increase physical damage to assist with immunity like Molten Boulder.

Thunderstorm's effect radius has been expanded and adds an extra target for every five levels (max. 4 targets). One of the major disadvantages of this technique is the small range.

Frozen Armor, Shiver Armor Chilling Armor are now able to be used on your allies (similar similar to Enchant) with the intention of providing utility to spells for cold armor.


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