I get the thing about Nether Tentacles. It wasn't because herp derp nerf all good skills, but because there was a separate rune that was designed for the purpose people were using Nether tentacles for. And Nether Tentacles was doing it BETTER. (ie: shooting at targets from far away and having it move slowly through several targets doing damage each tick).
Now you have to choose between Ball Lightning for the added damage when it passes through things (note that Ball Lightning wasn't changed), or the heal from Nether Tentacles. Judging by the tooltips, this is exactly how they were designed in the first place, but they fucked up along the way and now had to nerf Nether because it was simply better than anything else by not just a bit (impossible to balance all runes perfectly) but by miles and miles.
Edit: Same with the IAS nerf. Yes, it will hurt, but it makes sense. Diminishing returns wouldn't have really done anything, because the issue wasn't its scaling, but rather the inflated worth of the stat per individual piece of gear. Even with just one piece of IAS, that single property was influencing your dps magnitudes more than any other stat was. It needed to be hyper nerfed to get it back in line with the other stats, so that you actually have to make decisions regarding which stat to stack with somewhat more balanced sense of equality.
As the IAS change hits Monks possibly harder than anyone else, I feel quite justified in applauding the nerf, even though it will hit me extremely hard. (Not as hard as some though, I wager. Realized IAS was too powerful from the start, so never stacked it as high as others. Which may explain why I had more difficulties in Act3/4 compared to other similarly geared Monks.

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