General feedback

Disregarding the assholes, I think you raise some good points. After the introduction of Temporal Sanctum, Set items don’t really offer anything that Legendaries can be crafted to do better.

Can’t really say much about Soul Bastion or Sentinel because I don’t interact with those, but I can understand how randomised mazes are a pain, considering the rest of the game isn’t like that. I think SB does offer interesting mechanics and like the idea of the Soul Gambler.

That said, I feel Siphon is alright? The power it provides is gated strongly behind a max of 4 stacks.

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Thank you for addressing my post! Siphon is quite alright, but it’s hard to consider any alternatives when you consider the 16% increased melee damage taken that it provides. Even a perfectly rolled exalted ring cannot compare to 1-2LP Siphon in general. Given that it also has “increased doom effect”, it feels very forced to run 2 of it.

I found myself debating playing 1 LP Ocearon for a lightning build vs Siphon and I unfortunately found that Siphon performed better. At the end of the day I don’t mind since getting a decent 2LP Siphon isn’t that hard, but I sure wish other rings would be viable alternatives.

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Your insight seems a bit shallow for a player who went from not appearing on the ladder pre-8.4 to populating ~10% of the top 100, holding the top position for multiple classes by a significant margin. I don’t mean that as an insult. I was just expecting more from a player capable of reaching 700 waves with a random assortment of skills on Spellblade.

I just have so many questions. How do you regen mana? What is the synergy between Lightning Blast, Flame Reave, and Static? I’ve never seen a build like it. You have found the secret sauce for so many classes and builds (harvest OP??) yet are unwilling to share any details. What a shame. Sets are underwhelming, Bastion is OP, Volatile Reversal does too much. Well shit, I could’ve left that feedback.

I don’t really care about leaderboards, cheating, or exploits. I only have a problem when players use that experience to suggest balance changes. If you’re going to propose Eye of Reen nerfs, I ask that you do more than list the mods of the item and a skill that can be used while equipped.

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The slow attack speed doesn’t matter for 2H weapon because they are usually run with cooldown based builds(that want maximum flat damage) or for spell builds with the staff.

The numbers can get insane with things such as Erasing strike(buffed by void cleave) or earthquake builds(EQ werebear was the most OP build until they nerfed it, now it is just solid)

Harvest can be set up to generate ward on hit - it can also be setup to proc poison on hit. There are lots of ways to increase the attack speed in that class too. Thus why it can push so high. The decay aura also helps.

Hi, you would know if you played ladder that there has always been a bug with skills shown on the leaderboard. I’m not quite sure how it works, but if you swap skills right after your arena run, it shows the skill you swapped to… sometimes. I’ve been aware of it since I started playing in 0.8.2. Long story short, the bar displayed does not make sense and you are correct. That was not the build I played: it was lightning blast/teleport/glacial cascade/static/flame ward. Basically the same setup I have on sorcerer on ladder atm: a frostbite build. I wanted to test out the difference between spellblade and sorcerer. The final result is that sorcerer’s 25% CD reduction node was for more valuable for both survivability and upkeep of Glacial Cascade’s insane’s 60% more cold multiplier and anti-projectile feature.

I was worried my arena record would be the only topic of discussion of the thread. Let’s just say barging in a topic I took 2-3 hours to script and demanding the recipe for some arena builds isn’t something I look kindly upon. You’re free to experiment the examples I have for Eye of Reen (ie Harvest with high crit chance, I recommend some points in the +10% base crit strike node and aura of decay healing to offset the drawback or warpath with +10% base crit for sword) and come to your own conclusions.

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Let me start by saying I have only read parts of your post in detail, so I’ll start with those first.

  1. Are you talking about a base EoR? Or a Legendary with %AS and +Fire DMG or something like that? I am guessing base version but just to make sure.
  2. Dual wield or single EoR?
  3. Do you feel that limiting the number of stacks could cause the item to still be usable by builds that already shine using this item while build that are “only playable” with it right now would then be unplayable, therefore limiting the use of the item to very specific builds?

While I agree that Doom could be changed (or even removed in my opinion) this would not only affect SoA but also Stymied Fate and Apathy’s Maw.

Making it able to get unlimited stacks would basically give us another bleed that’s pretty limited to get (only from those 3 items). Therefore I wouldn’t support changing it like that.

Sentinel also has enough ways to make armor shred more effective so yeah, wouldn’t support chaning it like that either.


Any Void Knight experts are welcome to correct me, but isn’t the most popular (and probably strongest) VK build the autobomber?

I actually feel like a lot of people complain that a melee VK is too weak!
It’s true that the VK passive tree is pretty melee focused, but that doesn’t mean that a melee VK is the best way to play as the popularity of the Autobomber has shown us.
And yes I do understand that the VK passive tree has very good caster nodes… that’s why I don’t think chaning things from melee to general void damage would make sense.
It would only make the Autobomber even stronger and have no benefit at all to melee VK.

The idea behind void DoT nodes was probably for Abyssal Echoes, Future Strike, that one node in the Erasing Strike tree iirc and that one Hammer Throw node that nobody uses. Doom was introduced later into the game and I probably forgot about another Void DoT skill or ailment or something like that.

I wouldn’t mind the throw speed increase, but the cast speed increase would again buff Autobomber (among other VK caster variants).

I have already shared my thoughts on the void ailment above so I won’t write the same thing again.


Nope, you’re not the only one.
It’s extremely strong.

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Hi, thank you for your post.

1- The base weapon though a legendary one with %ias only amplifies the problem.
2- The item database states that chance above 100% to gain Reen’s Ire has no effect. We would not benefit much from dual-wielding.
3- I’m genuinely unaware of builds using EoR (besides my own) and I’d be happy to hear if anyone made a successful ignite build. Even their recent “Ambition” idol has a limit of 20 stacks. It seems like an oversight not to cap the stacks.

You are right that my suggestion was weird. Removing it seems like a simpler solution. I simply wanted to put the idea out there that the VK tree could be reworked to include doom as a void dot ailment and then those rings could be BiS for those void dot builds instead of every melee builds.

I’m not very familiar with the autobomber build though I have seen videos and can understand the appeal. I had some success a while back with Rive and 4 crit multi idols, but these days are long gone.

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I’m sorry, but if you’re going to post on the forums after placing leaderboard numbers that are considered impossible by players with thousands of hours of competitive experience, and they are considered impossible due to the way that arena scales in relation to player power, then you’re just going to have to answer some questions about that. I understand your frustration, but if you want those players to take you seriously, then you’re going to have to justify to them how your performance in the game is legitimate when no other known legitimate player is getting within 2000 waves of your build.

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I understand your point. I don’t need players to take me seriously: I believe my original post makes very good points by itself. I want LE to develop well and grow strong and you will find that I am just as passionate of a LE player as many around these parts. The developers have shown that they intend to push the release of this game through a very bold move. This feedback comes with the same spirit. Thank you for reading.

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Erasing Strike 2.5 Million Crit Void Knight,

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So if I equip Eye of Reen I can get to wave 3500 in the arena?

The issue is if you arent playing legit no one cares about your feedback

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So what are your thoughts about maces and their place in the current metagame?

Only used maces on Manifest Armor, they are a a weak base type, they dont even have Minion Melee affix

I was actually just stirring you up, I dont even follow/compete on the leaderboard in LE as its toxic however its not possible to do wave ‘2000’ without cheating as far as I know or some sort of exploit

When I pushed Ranks in D3 ladder top 1000 - the highest I got rank Rank #2 on North AMerica and everyone was within 1-2 tiers at the top and sometimes even seconds apart using almost the same build, if someone suddenly jumped up multiple tiers they were usually abusing an exploit as every setup was pretty much solved for that point in time

Am fully aware. I am very proud of my shield throw build since it uses many defensive layers (block, dodge, armour) and was certainly the one I had the most fun building towards. Have always been creating builds as a low-profile guy. I am not even a competitive person myself: I just like making good builds.

I am honestly sad that despite having very powerful stats, their recent mace is basically unplayable. I probably am one of the few to actually have a vengeance build out there using Iron Blades (bleed build), so I was tempted to give the mace a try and I got a one with 2 LP, I recall early on in the patch. I was very disappointed. I also cannot think of a crit. version for it.

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You said as much already, but the bulk of the mace problem comes down to the bigger picture of attack speed being too good and stun effectiveness being too weak. Altho part of the attack speed problem is weirdly aggravated by the Sentinel passive tree which privileges swords/axes with a godly AS passive, and another for 2h swords in FG tree, while maces get very underwhelming % Inc. Damage. If swords get what they already excel at, why not stick to the theme and give maces flat physical damage? Maybe it’s less a problem of AS being too good, but rather the credible alternative to AS has not yet been provided. (Forge Strike & melee Judgement being weak/awkward play into that too)

On the topic of stun, I’d like to see it reworked to a more deterministic and controllable system. Eg. a “stun bar” to fill up per enemy, with progress dependent on some function of base damage (maybe raised to some mild exponent, to privilege the slow-heavy weapon types?) and stun effectiveness. When you hit the target threshold, you stun the enemy. From there the progress unfills at a fast + accelerating rate, and stun ends when progress empties (this way, you can extend stun duration somewhat -but not indefinitely - by applying more stun power). Target for a new stun increases based on the duration that enemy has been stunned recently.

This would make stun-related stats much more reliable and visible as a tool to control enemies. I think the option of itemising towards a really consistent dedicated CC role will also be great for improving diversity and interesting gameplay in party play.

Since under this approach we’d expect fewer, stuns with longer durations, it would make sense to throw around a “More damage dealt to Stunned enemies” mod quite liberally on skills and items. This would further ensure the viability of maces, and also encourage a nice pattern where you prep your stun with 1 skill then drop your long CD offensive skill on the vulnerable enemy, which would be a bit more interactive than a lot of the present attack patterns.

Eye of reen Flame Reave builds have been a thing for a few years, especially when Firebrand was introduced.

Is that the wave 2000 shield throw build? I dont need a build guide for it. But its really simple to just share your build planner for this char. Let us see all the stats and uniques you used please. Takes you about 2min to upload.

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LP4 Notepad :eyes: :joy:

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I like your idea a lot. I believe the existing ailment system would provide a good way to build unto exactly what you describe (stun bar). For instance:

1 - Create a new ailment called “stun vulnerability”, lasts say 4 seconds and has a % chance for the target to be stunned on hit with a max cap.

2- Upon being stunned, the target gets a new ailment called “Stunned” increasing damage taken by a certain amount.

3- Finally, after “stunned” ends, the mob could get stun immunity for a bit of time.

Naturally, the numbers would have to be adjusted for party play. “Stun vulnerability” could become an implicit in maces and you create a playstyle where you’d be incentivized to unleash your big hard-hitting skill (judgement, erasing strike, …) after stunning the mob. Bosses would be less vulnerable to the ailment (exactly like resistance shred is right now).

What do you think?

Thanks for sharing! Have been playing since 0.8.2. I considered building Ignite Spellblade but did not push it: it seems I always have mana problems with that class.