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This roughly controls the maximum amount of ward players get, regardless of how busted a certain build or affix breaks it, and encourages the player not to ignore normal defenses. Plus, you'll hit your ward cap and then know that it's worthless to build more, so you build elsewhere. HP, damage, whatever.
So not only is it useful at adding caps to things, so that EHG can balance difficult content without having to worry about busted Ward, but it's also fun for the player to go back and forth scaling different things.
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Edit:
I'm not talking about Healing Hands because these busted skills aren't the problem. Micro-balancing all sources of busted ward will be a nightmare for them and it's smarter to tackle the problem at the source.
But I guess they could nerf crazy ward sources, yeah. Just flat nerf them. I just think it'll be impossible for them to create meaningful end-game if builds range from having 4k HP to having 40k ward.
In this scenario, in order to kill the 40k ward guy, which is probably what most people would run, the boss has to do more damage per hit than what some other builds have as max HP. So... It's impossible for the 4k HP guy, or the boss can't kill the 40k ward guy... That's just terrible design.
Whereas, if everyone has capped ward based on another stat that has a theoretical cap, then it's possible to imagine a range of what most people's HP will look like and design boss damage around that. It's a lot easier to balance boss damage when the HP range is 5k-13k vs 5k-50k.
Generation is fine.
Scaling to overflow is fine.
The problem is monsters with no counter play. Nothing lethal bypasses ward, and nothing interacts with ward.
Every other defense has holes, who "forgot" to give ward holes? Given ward was a meme stat for so long until ZiggyD made Exsanguinous, and then the developers started to catch up to the ward playstyle.
It's just going to take more time for them to get around to either nerfing it, boo hiss, or adding the counter play.
A cap would be silly, especially one tied to HP. Look at how ward is generated and maintained and you will see how much of it would be wasted, even from a single item, if they capped it in such a manner.
Even the lowely advent of the erased would generate wasted ward. Conversely with a cap those same powerful ward items become a manditory layer of defense limiting build variety.
https://www.youtube.com/watch?v=6xqfiQXVjtI
I'm pretty confident there's an interaction there that is bugged.
Holes only work if the maximum values are controlled. As long as people can build crazy ward, holes either won't have an effect on the outliers, or make low-mid ward stacks useless.
At the end of the day, they made ward an easy addition to most builds in the game. That's one big part of the problem. You're not choosing ward as your defense, you have to build it, because you can build, and why wouldn't you build it. Period. It's already mandatory, my friend.
This might be a hot take but so what? Mid to low ward should get just as punished as mid to low dodge or any other defense.
As for holes there are plenty of ways to make it count even for the big ward stackers. Temp disable generation, percent of current ward damage to ward, dots that are more effective vs ward, and on and on.
Part of the reason it is currently "manditory" is a lack of holes, and opportunity cost.
Opportunity cost to gain some ward is too low. Most build can easily fit in 1-2 items for too much ward.
Ward should be an all in feels good type of defense, not just another layer. It's like dodge in that respect, the rating not the guaranteed type.
The hardcap is an intersting way but the more I think about it, the more I think it will break the ward philosophy as a mechanic. And it needs classes / builds specific balance to avoid to destroy 1 HP builds or very low life style.
Adding a ward counter play to mobs looks so hard to implement and to balance and still it does not fix the busted generators. I just can't see a situation where having massive wards pool becomes a weakness rather than a defensif bonus.
For healing hands, atm it's a bit sad that the way to get insane ward generation is about boosting healing and not put a single point in specific ward passives in his skill tree. The whole heal to ward conversion concept sounds a bit meh, it forces you to overspec in heal rather than going for other nodes, like wards ones, lightning DoT spread and so on.
And yeah I agree that those wards issues break the overall mobs scalling experience. With my VK I can't see myself grind this character to death to get some undreds more HPs and a few damage reduction percents to still get one shoted while my setup is more invested in defense than offense. And paradoxically my damage output is not a problem at all when reaching my max arena. Just lacking overall mitigation to then sustain with leech / heal, etc...
EDIT: Regarding the pala video, I dont get how he went from like 0 wards to 50k instanly a few times, am i missing something ? Bug confirmed ? xD
You will certainly be surprised but it is based on HH wards generation :D And a single legendary item, great find ! :D
At least you still need HPs with this one ^^
To resume you're stacking ultra long duration bleeds with a full elemental spell build aka smite + HH without any base spell damage. But bleed duration and stacks goes that crazy that you need a void spell to make the stacks proc damage immediately.
It's not a whine about balance as in this particular case im pretty sure it's no that good in comparaison of regular HH builds but everything is a no sense in it, no build consistensy at all, that's awful xD
https://www.youtube.com/watch?v=tBrRcRr6bAE
Sure, you are durable but it takes ages to kill trash. It makes good YT headlines blowing up bosses in 5s but if you spend an hour to get there I really don't see a problem with their existance.
Divine Barrier's Healing Conversion states: If the ally has an effect that causes them to gain ward per second based on their missing health, then all of healing hands' healing is converted to ward.
With 4 levels in urgent healing, you get 240 healing per cast (excluding lingering warmth which also applies to ward): 100 upfront, another 140 upfront from urgent healing.
A decked out pala has around 1200% healing effectiveness with HH including HH passive tree which gives a heal of 3120 upfront heal per cast.
With max Hand of Aurelus you can tie HH to smite so you can get heals doing smite damage while also mitigating the reduced cast speed from Virtue of Patience.
Calculation time:
With a T7 cast affixes on a 1h weapon, gloves and relic, and devotion you get around +130% cast speed
Smite base speed is 1.467 so with a 130% increased cast speed, you are casting HH 3.3741 times per second which translates to a ward generation of 7746 ward/second excluding excluding lingering warmth ward generation)
Using Frostbite Shackles getting a ward retention of 500% is normal.
So by excluding all other forms of ward generation as well as lingering warmth ward generation you get about 68k ward with 10,527 ward/second.
Without taking into account all other sources of ward generation, you should stabilize at around 92,111 ward.
Considering non-BiS gear and other forms of ward generation, 90k+ ward checks out based on skill description and calculations. Therefore, there is no bug.