Currently playing a Rip Blood + Blood Curse build that Arcane Absorption’s update in 0.9 enables. Basically, stack cast speed and use many concurrent hitting skills/procs as possible to best make use of Arcane Absorption’s global spell damage and Bone Curse.
I’d really like to be able to build around Rip Blood’s Coagulation, which only functions when staying at maximum health or close to it. However, Lich is extremely reliant on Death Seal, which is WAY better at low health, more than doubling overall DPS output. It’s pretty much never worthwhile to use Coagulation while low health Death Seal is available, even with my build that heavily benefits from extra hits for Bone Curse, which is a bummer.
So I recommend changing how either Coagulation or Death Seal’s Deadlock functions to allow these to process simultaneously. One way to do this is make Coagulation process when overhealing over the unreserved maximum health, and make Deadlock reserve 67% of health instead. Or if you don’t want to mess with reservations, simply make so that with Deadlock, 33% counts as the maximum (though this isn’t very future-proof). Or change the requirements for processing Coagulation entirely.
Otherwise, opening up alternative options in the Rip Blood tree would also suffice. It’s a bummer that if I want to invest more into damage, it’s with generic damage multipliers exclusive to either Rip Blood or Blood Spatter but not both, and I happen to be prevented from using the other interesting route Coagulation.
Not sure I agree, not every node needs to be useful for every build. IMO if you choose to go low life or use the Rip Blood ward node then you forgoe using Coagulate. If every node was always useful then we wouldn’t have any interesting decisions make.
Right, but this is a build that would benefit from Coagulation the most because it serves an additional function versus other builds, and yet it’s still not worth taking just because Death Seal is absurd. There’s less choice in this scenario and becomes less interesting.
It’s commentary on Rip Blood, Coagulation, and Death Seal altogether. The issue arises when including all three, not just one.
Besides, you’re not really saying much by replying with that. I’m highlighting a pain point and what I included are examples of ways that could alleviate this particular scenario. All three could benefit from better design-- it comes down to how the devs want to tackle it, if they do.
Yes and no. I think I’m in the camp that accepts that not all nodes in a skill are going to be equally useful and this provides for more differentiation of skill tree usage depending on what one wanted to accomplish. But one could also make the argument that if all nodes were equally useful then you could pick whatever you wanted, but also rhat it wouldn’t matter what you picked.