When I said "more consistent damage," I meant more consistent incoming damage. Part of it is the fact that the incoming damage is actually tankable now (instead of being burst down), allowing you to safely LoH back up to full life... whereas before, no amount of IAS could save you from getting 3-shot from a few unlucky hits in a row.
I don't think you know what "placebo" actually means though.
Quote (sion223 @ Jun 19 2012 10:52am)
huh? so you'd get hit very hard and LoH wasn't healing fast enough before, and now that you hit slower, LoH can do more?
don't you still get hit very hard at times now?
that's some odd logic.
The point is that you don't get hit nearly as hard as you used to.
Overall, even with the mob damage nerf, the change has a very unpleasant effect simply because of how much longer it takes to kill things. I'm not a huge fan of the patch at all, and it makes the game significantly less fun than it used to be when I could hit stuff at 2.21 APS and watch those health bars go down. As with a lot of things in D3, Blizz is really failing to take into account the fun factor of things when they're doing balance changes.
This post was edited by irimi on Jun 19 2012 11:57am