To me what they are is defined by their playstyle. I also did note in one of my post that some minion may not be permanent, they stick for a while and you need to resummon and while SRS are generally ignored they still intercept attacks coming in your direction if it hits them first (assuming it’s not an AoE or penetrating attack).
This is actually one of the better examples because the more extreme the easier it is to drive the point. It’s not about having a tag, it’s about the playstyle.
but it is a tag matter. if u understand how scaling skills works in le the tags under the skill discription are 90% what makes a skill scale up
I am not contesting that it scales with minion related affixes and passives. I’m just saying that what a build is, is determined by the playstyle.
Let’s put a plausible here to better explain. Let’s say you are using a skill that has a spell tag but can be used also in melee or maybe there is a weapon that makes the spell usuable as melee. That build is no longer a spellcaster build, it’s a melee build even though it is scaled with the spell tag.
By the same token, a build that scales with minion tag but doesn’t plays like a minion build isn’t a minion build. A falconer build is essentially an attack build that also scales through minion damage.
I still feel uneasy about the Imprint changing. ![]()
I understand that Corruption is powerful, but needless to say, that’s only if I get a good roll.
I think the odds are overwhelmingly higher that it will result in changes that are neither a plus nor a minus for that build.
That’s why I thought the number of attempts would make up for it, and I didn’t expect a reduction in Imprint rewards to come at this timing.
But anyway, I haven’t actually played in the new season yet.
What I think after actually trying it out is what really matters.
I can’t wait! ![]()
The other changes look really good. ![]()
Yeah if you convert a melee skill to a spell or vice versa it becomes what it is converted to. It’s either upheaval or earthquake that could go lightning and it dropped the melee tag and became a spell as of right now this is true. Your example does not apply.
Also summon build does not mean you can’t cast a spell or attack yourself and if you do it is no longer a minion build. You may personally feel opposite to this fact. And that’s your choice but please don’t expect others opinions to align with yours.
That’s the thing, it’s not a conversion in the example I gave. The skill is the same, the idea is that if you use it with a melee weapon instead of it say, firing a projectile it is just applied to the melee however it is still scaled by spell damage and in fact can’t be scaled by melee. The build would still make it a melee build even if the scaling factor is entirely spell.
The idea is as I’ve said, a build is defined by its play style. Scaling is just how number goes up, not how the build is played by the player.
Also note that while I did earlier said I don’t consider the primalist form of fighting along side the minions a classic summoner style I didn’t said it wasn’t a summoner build, more of a companion which is a subset of the summoner builds. the classic summoner build is you summon a huge army, they fight for you, you either have not nothing to cast yourself or maybe like a buff or a curse even but that is the classic summoner style.
You are obviously driving with the blinders on, and it’s a case of your opinion superseded factual statements. As such have a good day as we are not going to come to any positive point.
How you don’t understand a simple concept that most people ascribe to which is a build being defined by how it plays, not by what tag is in the abilities it used is beyond me but have a good night.
You are just hilariously wrong. A couple of Devs working from home making a game from scratch because they love gaming is hardly walking. EHG still doesn’t even have a gaming studio office yet. This entire game and season was done remotely.
EHG is still learning to walk, they just got acquired by Krafton and are in the process of expanding their team and hopefully some day they have an actual home studio like GGG.
Yea because they have a few Devs working from home. Who do you think is making the game? It’s not like they have this huge gaming studio making a game or money to put out content fast. ![]()
You just don’t get it or understand the situation apparently. You apparently expect the game to just be magically funded and made. Just silly and completely unrealistic.
I don’t disagree with this nerfing but I don’t want to see LB Runemasters are more likely forced to choose Legend’s entwined and Vilatria’s reforged fixed combination, which will have extreme impact of about 50% base damage increase and +1 to all skills rather than about 25%. It is not for this game’s spirit of builds variety. I did want devs to care about this.
So they launched 1.0 too early then? Got it.
I’m not expecting any studio to be on the level of GGG (even Blizzard has been struggling with Diablo), but it’s still unacceptable af that new content takes almost a half to a whole year to come out, and it doesn’t even feel like it deserved it. I’m still surprised season 3 took a reasonable amount of time to come out.
Unless they fixed the Vessel of Chaos/Memory bug (or nerf) that has been in the game since Weaver, then target farming via timeline will still be terrible. Before weaver tree you would explore an entire web, do the echoes that are good, and then reroll the remainder. Then do the rerolls that are good and then reset the entire web. They fudged the mechanics on those echoes by giving them a radius (which makes them worthless), likely due to code shared with the woven vessel of memory.
It’s really not though. You do know what a small indie Dev team is right? They are literally working as hard as they can with what little resources they have from home remotely.
Why are you trying to hold them to AAA standards when they don’t have the funding or staff? It’s silly and unrealistic.
EHG is a couple friends got together and made a game. Enjoy it. The game is coming along and in a few years they will be able to have their own studio and a decent sized Dev team to crank out content at a better rate. (There is LITERALLY a now hiring ad at the end of the season 4 video since they are now trying to expand)
Your expectations are just unrealistic and it shows you don’t understand gaming development. Asking for the impossible then being mad at when it doesn’t happen doesn’t make sense.
After the Krafton purchase it is not silly to hold them to that standard. That purchase provided funds and resources at the cost of all the good will the team had earned.
We have the same conversation every few months. You make wild claims without any evidence to back up your points and sit there confidently incorrect.
Your claims are then debunked with evidence and you throw your toys out of the pram and double down on being wrong.
Meanwhile others have responded to you and not a single person has agreed with you. It’s almost as though an “overwhelming majority” of players disagree with you!
Anyway, hope you get better at the game and enjoy the new season.
Nice to see buffs to Black Hole and Meteor. Several notes though:
Black Hole - still did not receive obviously needed changes like increasing base duration to 3 seconds (so initially would tick 10 times instead of 9 and duration scaling nodes would always provide at least 1 additional tick when currently 10% duration increase nodes sometimes don’t provide any additional ticks at all). Also seems like you did not fix Binary System not adding Cold tag despite having both cold damage component and animation. If possible please apply these changes / fixes too till Season 4 start.
Meteor - general buffs are welcome, but it seems that fire Meteor builds would remain inferior to Lightning ones - there are no fire Meteor specific buffs and there was no offensive high level fire caster unique weapon added in Season 4 (despite multiple requests on these forums). Please address this issue and buff fire specific Meteor in some way too.
Spreading Flames - still did not receive any form of endgame scaling making its damage whery negligible there and its nodes mostly a waste. Please add a form of endgame scaling to damage of Spreading Flames (like based on character’s Intelligence or global Ignite chance) either baseline or via one of Sorcerer’s passive nodes.
They’re charging 35 dollars, it’s fair to hold them to a higher standard.
You’re also forgetting that they’re now owned by Krafton AND before that, they got some funding from Tencent. So while they may not be triple A, it really isn’t as small as you want to make it out to be.
With that in mind, next season better not take more than 3 months. Especially since they had to add “new unique items and balance changes” as bullet points on the roadmap because of how little there was.
I think it only did so for certain people.
The only thing it really did for me was giving me quite a few Red Rings, which is nice, since it’s still hard to get the LP on them.
I really played a lot in season 3 (2 lvl 100 and 3 lvl 97+ chars), but never got to have a double T7 slam. I think having the reasonable expectation to reach a goal really helps with keeping people playing.
good and sad to know