Admittedly, some builds were problematic. For example, a ranged mage dealing 10x the damage of a 2H melee. That was nonsense and needed fixing.
Many runic attacks needed balancing.
Except that by nerfing gems, all builds suffered.
As a result, many enchantments that were interesting but not effective enough have now become completely useless.
Basically, these nerfs, rather than balancing builds, have further reduced their diversity, and that’s quite problematic and worth pointing out.
What I understand even less is the nerf to elemental and critical hit enchantments. The gem nerf was more than enough; why add even more ? Punish everything isn’t balancing.
By simply nerfing what’s too strong (hello fireblast), we wouldn’t have needed to resort to this kind of global nerf, which doesn’t make much sense.
I understand that it’s easier/faster to do things globally rather than on a case-by-case basis. The developers are already too busy with version 1.0.
But I also understand the frustration of some players. When you spend hundreds of hours perfecting your builds on multiple characters at once, at some point you don’t want to start all over again and you’d rather wait for version 1.0 than continue playing the game.
(I hope my english is not too bad).
