Thoughts on Vyr and Archon - Diablo III Forums

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This doesn't make spenders harder; it's still all about being a boost. It could even enable off-meta builds using the other current sets. But it can't be made too strong or else it stays as much of a problem as it is. Numbers can be tweaked a little if needed, including that other Wizard items may still need buffs after this, but I'm really confident in the ideas.

I don't feel that the answer is to remove stacks on kill from the current spell because that's more of an attempt to sweep the problem under the rug rather than truly fix it, it would affect Vyr as well, and in fact Vyr has less of a special identity now than it would with these changes.

Something else I want to point out is how each level of Vyr (0/2/4/6) changes the way you'd use Archon. I arranged the effects the way I did so that it creates options but makes choices important and forces trade-offs. 0 keeps Archon purely as utility. 2 grants toughness on top of that. 4 granting all runes is important because it still deserves to be accessible but not without RoRG, because of what the new runes are. And 6 becomes the pure stacking monster.

@nslay: the reference doesn't need to be 100% perfect. Obviously the "support spells" is a joke because that would make it useless while solo, as well as miss the point of not replacing your skill bar anymore, but then what would be a better name? The flat damage increase option should still exist, and I just felt the names I gave were the most fitting and/or the coolest available. I wanted to make sure there was variety too.

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