Thoughts on Counter-Play vs. Certain Affixes

I dont think there actually is a single affix that I find has proper counter play. An affix is good when there are multiple ways to deal with it. Not just walk away... Its boring, its been done a thousand times.

Whats worse, alot of affixes have some sort of "counter play" in terms of gearing. Immunity amulets, illusionary boots or kules aid. But with the current set meta these items are not usable at all or there they are to limited/gimmicky in the first place. And its not realy counter play to begin with as it doesnt change the way you play. At all.

Counter play is when there is something you can do the avoid or prevent something bad happening. When there is a choice other then side step (or in Diablo 3's terrible case: eat it). Something along the lines of:

  • The center of arcane beams no longer deals damage and can be stepped on. When standing on it for x seconds the beam is destroyed. Are you walking away? Hitting the mob and eat it? Standing still to destroy it while losing DPS time (melee) or give the mobs time to get closer(ranged)?

  • Walls now take 3 hits to be destroyed (not affected by dots). Are you going to walk around? Hit the wall? Cast spells that go over?

  • Fast only works when the mobs are out of combat, but they are now smarter and flank more. Are you going to nuke a mob down? Keep hitting all of them to keep them at bay, causing spread DPS?

  • When plagued is hit by an AOE attack it is destroyed. If left alone, it spreads. What are you going to hit? The mob? Or the plague?

Ofcourse, we have to understand why we have the crappy meta we have now. Because its otherwise "to easy" for ranged to ignore defenses and go full DPS. I dunno, the current meta doesnt achieve that. One hit is dead annyway. So id rather have them give us engagings, action requireing affixes then the boring and frustrating "1 shot" affixes we have now.

/r/Diablo Thread