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Reflects Damage

1,562 bytes added, 12:38, 11 December 2012
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<blue>A player who is killed by a monster’s Reflect Damage affix will now be able to release his or her corpse and be resurrected by other players.</blue>
 
===Promised Changes===
 
In December 2012 Blizzard revealed that they agree with the numerous player complaints that the modifier is too damaging and that it will be changing in an upcoming patch. [http://diablo.incgamers.com/blog/comments/big-changes-coming-to-reflects-damage]
 
<blue>1) We’re looking to redesign how the Reflects Damage affix works, as well as make it so that pet damage will no longer reflect back on the player. I went into a bit more detail here. (I believe the buff while active will have some sort of visual indicator, too.)<br>
 
2) After seeing a number of posts from players about RD dealing what they felt to be TOO much damage (especially from minions), we did some additional testing and discovered that Rare minions with the affix were in fact doing more damage than intended. This is an issue we’re looking to address in an upcoming patch.
 
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I personally have no problem with the way it is now but if it had been tested it could have been polished a bit better then it is now.
Lylirra: We were honestly pretty happy with the way RD functioned prior to 1.0.5, and thought it was in a good place in terms of balance. That changed, of course, whenever we implemented Monster Power and reduced defensive bonuses in 1.0.5. After reviewing player feedback post-patch and reexamining the affix as a whole, we decided that it could use some improvements. Overall, we think the affix will be much more manageable (if not potentially more enjoyable) as a result. That doesn’t mean our earlier opinion was wrong, though, it just existed under a different set of conditions. </blue>
==Strategy==
This effect property is most dangerous to [[glass cannon]] type characters who do not have high regeneration or healing or life leech, as they will take steady damage even if theybut it can be deadly to any character who doesn're not being hit by the enemy. It can really rack up when damage is dealt by [[DoT]] or [[AoE]] effects that land multiple hits, and ranged attackers can t have scary moments as they shootenough healing, usually in the runform of life on hit or life leech, and watch their health drain rapidly even when to offset the enemies are not visible on their screenincoming damage.
The affis is less troublesome Ironically, Reflects Damage becomes '''''more''''' dangerous to most melee attackersvery powerful characters. For instance, as they're built a moderately well-equipped character might deal 100k DPS with 45k health. As that character gets better equipment, their DPS would rise to absorb and leech and heal during combat200k or more, while their hit points and regen stayed roughly the added damage from Reflects Damage isn't generally large enough to greatly impact their play stylesame.
In any event, life regeneration A good strategy is to avoid hitting all of the best counter to this propertyChampions, as a good regen rate can entirely counteract or the effectboss and his minions, at once. On the other hand, if Hitting a player is used to staying alive due single target shouldn't be so deadly; it's when you are dealing big [[AoE]] damage to their life regenerationseveral of them at once, Reflects Damage will basically cancel out and getting the usual healing reflected damage from regenerationall the monsters. This is tough, since most of the best attack skills in Diablo III are great specifically because they hit so additional healing or potions might be required to survive the fightmany enemies at once.