Diablo 3: 7 Fun Builds that Got Nerfed into Oblivion

Today, I want to talk about various fun builds in Diablo 3 that got nerfed into nothingness. These builds aren’t necessarily great builds for pushing high Greater Rifts nor are they ones that may have been universally loved. They are builds that I played at some point that may have been Meta or at least interesting and worth checking out that got destroyed at some point.

Continue reading “Diablo 3: 7 Fun Builds that Got Nerfed into Oblivion”

Diablo 3: Season 7 Helltooth Witch Doctor Fun Pet Build

I won’t get into how triggered I am regarding the Ring of Emptiness nerf that happened at the last second. That issue deserves a blog post on its own some day. Instead, I want to focus on modifying the Helltooth meta slightly and demonstrate an interesting variation that I’ve been testing out that you can use for Season 7 (especially if you hate last season’s meta).

Helltooth Pet Doctor

Continue reading “Diablo 3: Season 7 Helltooth Witch Doctor Fun Pet Build”

Diablo 3: More Ideas on Improving Competitive Leaderboards

While writing my previous Diablo 3 blog, something hit me about the idea of competitive play. Right now, the only source of competition is the highest Greater Rift one can achieve in a season. Unfortunately, the game burns people out quickly especially after the first week since everything revolves around pushing the highest Greater Rift. While seeing huge numbers is always fun, overtime this idea stagnates especially in its current format. What other ideas can the game add more dimensions to competitive leaderboards?

Continue reading “Diablo 3: More Ideas on Improving Competitive Leaderboards”

Diablo 3: Too Many Nerfs to Crowd Control and Solution to Seasonal Leaderboards

This latest patch will bring more nerfs to crowd control. Obviously, the issue Blizzard is attempting to resolve is perma-cc situations, which usually are part of the group meta as they seem to want people just playing pure damage builds rather than support builds. There’s been quite a number of nerfs over time to CC effects by players but this one almost shuts down the usefulness of any CC capability at this stage. Has the nerfhammer come down too far this time?

Continue reading “Diablo 3: Too Many Nerfs to Crowd Control and Solution to Seasonal Leaderboards”

Diablo 3: Unhallowed Essence vs Marauders

With Season 7 coming around the corner, it’s time to choose a class. I already stated why I’m not going to start with a Demon Hunter this season in a previous blog. But the idea of knowing which set to start with in a season is critical and goes into the essence of the difference between Unhallowed Essence and a set like Marauders. I want to expand into that debate here and point out what I like about one set vs the other.

Continue reading “Diablo 3: Unhallowed Essence vs Marauders”

Diablo 3: Why I’m Excited for the Witch Doctor Meta in Season 7

Season 7 is coming up this week on Friday starting from 5pm PST. While there’s not a great deal of changes for this coming patch/season, the most notable change (at least for me) that will be coming up is the new Witch Doctor meta, where the Ring of Emptiness will open up more diversity in the builds. However, there’s one build in particular that I’m eyeballing and it looks great so far that uses the Ring of Emptiness and Helltooth Set.

Continue reading “Diablo 3: Why I’m Excited for the Witch Doctor Meta in Season 7”

Diablo 3: How to Potentially Solve the Solo vs Multiplayer Gap

Multiplayer will always have an advantage in Diablo 3 because fundamentally one of Blizzard’s core values is on the social aspect of gaming. Thus, playing in a group would (and probably should) exhibit clear benefits. But having a solid group in Diablo 3 also means gaining a massive advantage both in terms of items from loot sharing as well as being able to push higher into greater rifts. While I feel that the former issue really isn’t that huge of a gap, the issue of being able to push higher greater rifts can be a massive problem just because a group has more abilities to offset affects whereas the solo player has a limited number of abilities for survivability, etc. Even with shrinking the damage output of monsters and their life at higher greater rifts in solo play, it still really isn’t enough overall. So how can we mitigate this issue? Is it purely a mathematical issue?

Useless Followers

Continue reading “Diablo 3: How to Potentially Solve the Solo vs Multiplayer Gap”

Diablo 3: Should Firebird’s 2 Piece Bonus Be Reworked?

My title for this blog is more of a rhetorical question rather than a real question because the answer is clearly: YES! I overheard someone talking about the previous season’s Firebird set and how getting through T2 Zoltun Kulle was a little problematic. And when you have problems killing one of the easier bosses in the game, you clearly know you have issues with a set.

Firebird's Finery 2 Set Bonus

Continue reading “Diablo 3: Should Firebird’s 2 Piece Bonus Be Reworked?”