Skill Revamp When?

As the title says. When? When can we (players) expect a decent overhaul or revamp of extremely-underwhelming, extremely-outdated, extremely-sub-par skill tree or sub skills in the tree and not just something like indirect “fix” just to make a skill tree somewhat “decent”?

I am talking about how EHG made a certain unique helm that adds +6 to Elemental Nova, when Elemental Nova is probably the most skillpoint-hungry skill in the entire game. Or a very minor change in Vengeance while ignoring pretty much the rest of the other nodes. Some skills got some buffs but again, still ignored pretty much the rest of the tree like Shield Rush, if you look at its tree, it has an 8-pointer node that sticks out like sore thumb and it’s so painful to my eyes. And many many many more. cough Marrow Shards*

I’ve said it many times already that I’m more on the “please improve current/existing stuff first before adding more new stuff”. And my point in this post although this is just my personal thoughts about the current state of the game right now–is that I feel like there’s just not enough variety in each classes.

When I think about the Sentinel class, I’m always like:

  • “Ah yes, this class does Smite”
  • “It spins and it cast smite” (thanks to even more items that procs Smite)
  • “Ah yes, it throws hammers and it procs Smite”
  • Smite this and Smite that.
  • “Ah yes, it throws hammer, and probably procs smite, except it’s for bleed”
  • “Ah yes, this can do melee too like Rive” (But DPS tree is pretty much the same. If not, just a Mana generator).

When I think about the Warlock class:

  • “Ah yes, this cast fissure”
  • “Ah yes, this cast fissure too, except it’s red” (Or green, except It’s probably the most underused. Though I think it’s the coolest).
  • “Ah yes, this cast fissure again, except it’s torment”
  • “Ah yes, this cast fissure, but it shoots bolts this time”
  • Or when I think about Acolyte class in general, “why does this class even have hybrid melee + minion” when it pretty much never worked.

When I think about Mage class:

  • “Ah yes, this deletes bosses even Aberroth in 1 second and does 1000 or more corruption easily”
  • You seriously want to hear more about this class?
  • Ok, Spellblade, “ah, this class does shatter strike”

Point being is that, despite the “purpose” of each skill “MAY” vary, I feel the gameplay is pretty much the same. And most of the time, if you go check build in the internet, you will see pretty much the class uses the same skill with minor variation in the skill tree and passives. I’ve been playing this game since even before the Rogue class came out and got 1.5k steam hours. And when I feel like making a new character, I try “these” skill nodes for a couple of days and then hate myself afterwards because it’s just so bad and so weak and felt like I’ve wasted my time (But I still did it many times and I never learned). And then I look at idols, which is totally another case of “why you’ve neglected this so much?” problem. Even older unique items need some love.

I just feel like I’ve hit the wall in LE already, there are still some subskills and unique items I haven’t tried yet, but at the moment, it just doesn’t feel worth it. Just my honest opinion.

I know EHG will work on these someday (Although I am really hoping it would be in 1.2 but not gonna get my hopes even higher). But this can’t take too long. I think this should be a much higher priority. It’s a game about build variety and skill “tree” after all. I am not saying the game isn’t fun. I’ve had fun, and probably the most fun ARPG I’ve played. But even with the past few patches we’ve had since 0.9, I don’t think it added a lot of new ways to play the classes. New patches and content and mechanics might come, but until they buff these skills, I don’t think class gameplay/variety will change much.

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Skills and also Passives are usually reworked/overhauled in chunks for one mastery or maybe two masteries at a time.

I think Lich is getting some love next patch (Mike teasered a new skill is coming).
Lich is also a mastery that has a mastery exclusive skill missing and all the passives are old with no threshold passives.

Shaman and Paladin are also missing a mastery exclusive skill.

I think it is save to say that at some point every class will get a touch up. It is just a matter of time.
Maybe some major patches will focus on this and overhaul a bunch of Masteries at the same time.

This desperately needs to happen.

Currently the game being “Released” is a meme.

I can live with features missing on release that dont effect the gameplay loop. A play going from level 1 - 70 as a casual wont notice the lack of end game. But most ive gotten to play immediately notice how they watch videos of the game, then they choose to play their favorite fantasy archetype and its outdated and ugly with very few choices.

I really dont know why this isnt considered a core need to fix. For some reason they decided they “needed” to have the falconer and warlock in at release, but dont feel the need to make it so all the classes are up to that level of design and care. The fact that stuff like lich and paladin are incomplete and before HH… paladin had 3 skills… Actually leaves such a sour taste in my mouth its hard to explain.

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I agree that EHG should focus more effort on bringing existing skills/masteries/uniques up-to-speed, and put them on-par with the newer more powerful things.

But I do see why they would spend more time adding new stuff, like Runemaster, Falconer, etc … Because those things are better for marketing purposes than a new and improved Shaman for example. People tend to gravitate to shiny new things more than polished old things.

I would love to see a huge balance patch introduced that redesigns, and boosts existing skills and passives.

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I mean, that’s what they did in 1.1. They didn’t revamp all skills and passives, because that is a huge undertaking that will certainly take more than 3-4 months, but they did a fair few, plus lots of tuning balance in general.

And we already know that Lich is going to get a revamp next patch, including a new skill and that Volatile Reversal will also be revamped, at least.

Agree, they have done a lot of work on this so far. And I’ve been quite happy with every patch since even before 1.0

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Which is sad, primalist could use an entire rework, everything- vfx, new bear / spriggan new items ect. its not just outdated, its also clunky as hell, and most of the abilities looks like they were made in the 90’s.

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Not only that, it’s just so low in DPS on certain skills like Tempest Strike in which is trying to do so many things and ends up underperforming.

+1000000000 to this. And like I said, not just a few tweaks here and there while ignoring most of the rest of the tree, or simply making a unique item just to make some of it work because that ain’t–and I refuse to call that a “fix”. Adding a new unique item just to make an under-performing skill to do slightly better ain’t a “fix”.

You just explained how I felt when they released Warlock without even buffing even just the Acolyte (Not Lich’s or Necromancer’s) skills. I got so excited when I saw Ghostflame got some nodes related to Marrow Shards from their daily teasers and I thought “finally they’re buffing/revamping the skill” just to find out it was COMPLETELY left untouched. Just what were they thinking when they’ve decided not to even make slight changes to it? A lot of skills got minor buff/changes but absolutely nothing about it that’s DIRECTLY tied to the new class (talking about Ghostflame with Marrow Shards interaction).

I know, we know these will be updated eventually. But I am just hoping it’s not some Damage% change because sometimes not everything is about numbers but it has something to do with how certain nodes interact with one another or node placement that’s locked behind a node you don’t want to take. Some skills has serious problems.

EHG could probably send out a survey of what they think a “problem” or “lacking” on certain skills/passives or what could be done to improve it. And I strongly think that each skill should perform decent without relying too much on items and gears.

Now that you mentioned it, I didn’t realize Lich has no threshold passives. I hope there’s more to it other than just Lich class, if possible, rework some Necromancer and Acolyte skills too and adjust some nodes in Warlock that nobody ever uses. I don’t want 1.2 to be just another patch without adding variety of playstyles on each classes. It may not be true for Lich as it’s probably the main theme of the patch, but I doubt it’ll be the case for the others.

Sadly these will definitely take a lot of time to work on. But I wish they could’ve just prioritized these before “releasing” the game. I for one, don’t want to wait too long for balance changes honestly.

Since you mentioned Acolyte, let me quickly throw some comments on some of her skills:

Marrow Shards
Very ugly looking and boring skill.
You don’t even notice the supposed bones that are flying away.
On all my 10+ acolytes, I’ve never felt the need to pick this skill up.
I guess if the visuals were updated, it would feel much more pleasing to use it.

Wandering Spirits
Cool skill, but the sounds could be improved.
There’s a surprising lack of ghostly wailing sounds when it comes to the acolyte’s skills, for some reason.

Harvest
Maybe make it a 3 strikes combo skills, so it looks better when you want to spam it.

Bone Curse
Very weird choice of SFX.
Why is there a “splash” sound when it’s casted?
It make is look like “Blood Curse” instead.
Also the node “Bone Eruption” has the most underwhelming VFX possible.

Transplant
There’s a node in it, that leaves a pool of blood for 3 secs, and heals you if you walk over it.
I don’t know what kind of use-case they imagined this would cover, but in 99.9% of the time, you use Transplant to get away from danger, or to reposition yourself somewhere else.
You are very unlikely to quickly run back to the same spot (in under 3 secs), just so you can suck up a pool of blood to heal yourself.

Hungering Souls
When they possess an enemy, there’s no indication in the debuffs that they are being possessed.

Spirit Plague
Again, very underwhelming in terms of VFX, even when you spec it into it being AoE.
The Poison Wisp which could be summoned with it needs more time to be alive, you barely notice it when it pops up.
The fact that it only appears when the enemy dies FROM Spirit Plague does not help either.
Also, why is there a Bleed node in this skill at all?

Infernal Shade
Such a boring skill, you just attach a shade to an enemy that does damage.
Wow, so interesting.
Even when you make it a Blood Shade, it still looks terrible.
Players only pick this up because it scales infinitely with many other skills and items.

Sacrifice
Such a useless and boring skill, never saw a need to pick it.

Drain Life
Kind of ok looking, but I would like it if the Soul Wisps from it would spawn more often and stay around longer.

Aura of Decay
Very ugly looking skill.
Something about the shade of green is just so off putting.
The Poison Nova nodes all look shit, you barely even notice them.
The Putrid Bombs have a very annoying popping sound when they go off, especially when you have the aura on at all times.
The Poison Bolts start to get annoying at some point too, especially when you see how they fire themselves into the nothing.

Death Seal
This has got to be the most underwhelmingly looking skills of all.
When you hear the name, and see how it’s the last skill in the Lich tree, you imagine some mind blowing level of awesomeness.
But no, there’s just this white circle that pops up and that’s it.
Not to mention that the skill itself is pretty useless if you are playing on hardcore.

Soul Feast
Very ugly looking, it’s like I am playing a game from 2008.
It’s just a sprite of a skull that pops up, and that’s it.

Hey at least Sacrifice can do something like this :stuck_out_tongue:
But I don’t think Sacrifice alone is a “good” skill, it’s just strong imo because of how it interacts with Volatile Zombies. Even the skill can kill Aberroth pretty quick, I personally think it still need adjustments. Sacrifice + other minion skills just doesn’t feel like ever gonna work.

But yeah, most of these skills are quite outdated. I’d like to see major improvements to Aura of Decay and Marrow Shards both its technical and visual aspects.

Ok, my bad, it is not useless, it is just boring and dull.
Imagine you had a skill, that when you click it, wipes out the entire screen and many big numbers pop out, but no VFX whatsoever. For some people, this would be the best thing EVER. To me, this would be the worst skill of all time

I wouldn’t say that 33% less damage taken & 6 armour per 10 missing health is exactly useless. That it caps your hp at 33% (with Deadlock) then gives you a significant amount of % DR makes leech significantly more effective. IMO, it’s one of the most defensively useful skills a Lich can take.

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Not gonna lie, most of skills and LE, not just the ones you’ve mentioned from the Acolyte class looks and feels underwhelming. Supposedly-“heavy” skills (typically got cooldown) doesn’t feel heavy and impactful at all, maybe with the exception of Erasing Strike from Void Knight class, but that’s my opinion. And last time I used Spirit Plague too, sometimes it doesn’t even leave behind corpses. Enemies that died from it just vanishes from thin air. And last time I played “physical” Bear-Form Druid, it’s so bad it had to rely on so much unique items to feel decent. And it’s so clunky that using its Maul skill makes the character model slides off the ground as if it was on slippery ice.

Again, something EHG should also put more work on.

I agree that there are many skills that feel outdated or outright useless.

But @user38 your description of classes from the first post is just atrocious. You may have played for 1,5k hours, but it seems not much of that time stuck if this is what you can say about Sentinel or Mage after all that time.

I’m afraid you’re expecting something will change, but even after old skills get a revamp, the gameplay will still be the same. It’ll still be an ARPG :slight_smile:

If you’ve hit a wall after 1,5k hours, then that’s just your amount of willingness to do the same thing over and over. This is what should happen naturally to gamers playing repetitive games, and commonly you’d take a break and come back later.

Really though, what else has changed since 0.9 or earlier and until now? Sentinel class is majority about Smite and popular builds (And Warpath and Rive too). Existing unique items and idols and even skill interaction is mostly about Smite. Yeah, there were slightly more “variation” but that was when they added a new toy for Sentinel to play with which is Healing Hands. Ok, let’s stick with Smite as an example, have you seen “Fissure” builds? (even ignite or DoT build doesn’t even use this). or Multistrike that isn’t about Smite?

For mage, where are the Fireball, Ice Barrage and Blackhole builds? And let’s focus on this season/cycle, it’s like 99% of the Mage builds I’ve seen is about mana-stacking Static Orb that deletes bosses, with added meteor procs with the unique belt. Before 1.1, it was mostly about Frost Claw. I may sound selective with the skills I mention here. But for an ARPG, this shouldn’t be even happening at all if EHG care about “balance” and “class identity”.

I think you’re misunderstanding my whole point. I don’t care if Smite is overused, but the problem is just pretty much like 99% of Smite builds or any interactions that utilizes Smite has the same exact nodes up to Conviction and Deep Impact and this is the same with any other skills. Even with throwing skill just adds more way to proc smite through idols that’s why that’s how I view Sentinel. And like you said, it’s an ARPG, it’s supposed to have variety.

And what can cause these things? Exactly, under-performing nodes. I prefer my skills to have its own purpose instead of having the skill is just an extra step to proc something (which is not a bad thing). That’s why I really suggest that EHG would prioritize buffing these over adding new toys to play with. If these underwhelming nodes was any better than currently is, then there could’ve been more ways to use the skill.

Just how much hours should I put in the game just to make my “willingness” becomes “acceptable”? I’ve played the game for this much and tried a lot of these underwhelming skills trying to make it “decent” like I said in the first post. Because “gAmErS” surely have 10,000+ hours to work with so they don’t have problem with this?

And don’t get the wrong idea when I mentioned my total play hours, I’m not saying “I have 1.5k hours, trust me bro”, but I have this much because there are also other skill nodes I tried long time ago that I gave another try again after a couple of months hoping the new content could improve it but sadly it’s just still as bad as before. Do you really expect someone to keep putting 10s and 100s more hours just to make these underwhelming stuff work or barely usable on 100 corruption?

Again, I’m talking about “variety” tied to these underwhelming skills I want EHG to buff hopefully soon. Even assuming v1.2 is coming tomorrow, do you think Sentinel gameplay for example will change to how it was since like forever (assuming they will only touch Lich as the main theme of v1.2)? One of LE’s main feature and it’s core feature is the skill tree and this is the main reason why I bought and tried LE before. It’s a skill tree for a reason, there are big nodes in each skills for a reason. These big nodes are supposed to change or make the skill function and behave differently/interestingly which should add “variety” of ways to use the skill. But right now, it’s not the case for most of the skills in the game. I hope this clears things up.

You can find changes in the patch notes. For example, looking at the “Builds” section of LETools, there are currently 314 Sentinel videos in English, and only 37,8% of them have Smite - not a majority.

Fissure is a passive in the Smite tree, so it would be rather impossible to not have Smite :smiley:

For the other two, yes I have seen them without Smite.

29th October 2024 should be recent enough.

https://www.lastepochtools.com/build-guides/black-hole-ignite-sorcerer

Surprise, surprise - when a patch note buffs mana stacking Sorcerers, people will try it out. But the fact that you see people playing Static Orb or Meteor doesn’t mean automatically mean these builds became the most played Mage build this season.

What are you talking about :slight_smile: Of course it should be happening. There’s always a “meta” build. Frost Claw before 1.1 was broken AF, it was permafreezing bosses - no surprises it was popular.

I think you misunderstood the sentences you’re replying to. I’m telling you that even after EHG “fixes” any skills the way you would like, you will still be “hitting a wall”, because you’ve been playing the same ARPG for too long. I’ve been there myself.


But I’ll reply to Smite too.

Basically you have this assumption that a skill only has one “good” way to play, and the rest is “underwhelming”, and you assume that an unspecified majority of players plays every skill in this one “good” way.
That isn’t true. There’s no indicators for the things you claim. “Pretty much 99%” is just something you made up, and it’s really easy to disprove :slight_smile:

AFAIK there are six flavors of Smite that have distinct differences and all are useful:

  • fire (or void) smite (dmg/crit nodes)
  • fissure smite (dmg and fissure nodes)
  • lightning smite (part dmg and part lightning/lightning DoT nodes)
  • healing smite (area and healing nodes)
  • buff smite (attack/cast speed node)
    The sixth is the traversal node which adds a cooldown to Smite, but I have yet to see that being used.

Keyword. VARIETY.

  • Fire/Void Smite. You just either proc it with Warpath or Hammer Throw or Cast it manually. Even if you have an item that changes Smite’s element to Ice, Necrotic or Physical or invent a totally new element, and it will STILL play the same.
  • Are you for real? Seriously? Obviously I’m talking about Smite build that focuses on Fissure. And obviously using Smite. How do you think you can even use Fissure without using Smite? If you look at LETools, even the DoT builds there doesn’t even use it because it’s so bad. Why use Fissure when you can use something else that will give you more damage without any drawbacks? My point about Fissure is that it being the primary source of damage but you can’t see anything like that even if you stack tons and tons of “Damage Over Time” stat because its scaling is bad.

Again, EHG has buffed and changed some of its nodes BUT STILL ignoring the most part of it. Pulsar? Collapse? Drifting Singularity? Igneous Force? Unchained Fire? Flamethrower? Frozen Ballista? Ice Burst? Sleetfire? Nope never heard of it and EHG might have never heard of it. This is the same case with Elemental Nova and Vengeance like I gave as an example in original post. Most what they did was change increase some value from X to Y and decreased some travel point. And try to look at elemental nova’s skill tree again. See how much 5-pointer nodes it has and it even still has a 7-pointer one. Compare it to newer skills that came along with Rune Master, you can only see very few 5-pointer nodes there:

  • Flame Rush, Rune Bolt, Glyph of Dominion and Runic Invocation: 2
  • Frost Wall: 4
  • Frost Claw: 2

Compare that to older ones and it mostly got 4-6. Elemental Nova got 10x 5-pointer node btw, just saying. And reducing travel node cost for skills is part of “being updated” even for EHG.

Which again another problem. They kept adding new stuff that’s “OP AF” while ignoring existing ones which AGAIN, the main point of my original post. I even mentioned it there. They refused to update Marrow Shards (tied to Ghostflame btw) and other Acolyte skills when they released Warlock Class in 1.0 when they could’ve made everything up-to-par with newer ones first before releasing new content.

Same with Rune Master, they could’ve buffed existing skills too even just your typical “increase x to y” or at least adjusted the travel nodes, because if you look at Snap Freeze, Elemental Nova, and Volcanic Orb (tied to Flame Rush too btw) it still got 6, 7, and 8 pointer nodes there.

And did you know Paladin and Void Knight doesn’t have passive threshold too? When they buffed Forge Guard (I know it really is much needed and the only time it was acceptable to me because of how bad FG was), they could’ve included these too. Nobody wants to wait 2-3 or more Seasons for existing stuff just becomes up to par with new stuff.

But I guess shiny new toys really outshines existing ones and I don’t think this is overall good for the game if they keep doing this. As someone who played a lot of games before that took the devs several years just to buff the build/weapon I was using because they refused to look at the skill more in-depth way and try to identify the problem, but instead all they did was mostly increase its base damage. And this is what EHG has been doing recently.

Surprise, it’s not just LE but literally any other game out there. Ofc anyone will hit this “wall” eventualy. It’s a question of how fast you’re gonna reach and hit that wall. And that’s the problem. Even if assuming I haven’t played LE before and this is my first time, and I spent 100-200 hours in it trying to make Physical Vengeance Paladin work (because hey, Paladin has Phys support, it’s in the tooltip, right?), I’m gonna hit that wall much faster because it’s definitely not a good impression because Vengeance

I’ve played this game for too long and some classes just plays exactly the same with just different flavors and colors but ultimately just being used/proc-ed the same. I’ve played this much and not planning to add more to try these outdated stuff because it’s just not worth it and that’s also a problem. I will still continue playing the game however.

And I am just mainly asking for a patch dedicated to this thing and I do hope EHG will consider. And this whole post was also me telling EHG they could’ve done these first before releasing the game. It’s still in such an unfinished state (but playable).

EDIT: Just wanna be clear, nothing wrong about changing flavors and colors of the skills through conversions. In fact I’m glad this exists. The problem is that one element conversion does absolutely worse than the other.

Yes, those 6 are variety.
Direct cast Smite obviously plays differently than Warpath.
Conversion changes the damage type of a skill, not the gameplay.

When someone decided to not include X in their build, it does not mean that X is bad.

Well, that’s your opinion.

Screenshot isn’t a DoT build btw., only about 300% inc Fire DoT.

I believe I agreed that many skills feel outdated or useless.

Just don’t say stupid shit like Mage equals “ah yes, deletes bosses in 1 second” or Sentinel equals Smite.

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I never said if someone didn’t include X in their build means it’s bad. We all know that Smite for example is a good skill, so are you implying if I didn’t use it in mine, that would make it a bad skill? No, of course not. And I never said stuff like “people should use this” or “that”. What I’m trying to say is that some skill nodes doesn’t offer that much which contributes as to why barely anyone uses them.

And yes. I know that you agreed to it. And I’m glad it’s not just me who feels the same about outdated stuff. I’m just saying how much better it would be if these underused/outdated skills are up to par with newer ones and you see them being used in build when you look up for some online. And imagine the less or maybe even no frustration you’ll get if you respec your skills to change it to a completely different style using the same skill just because the previous one you tried was something you didn’t like much?

I play sentinel class the most and I do had 8 sentinel classes (and deleted 3 of it recently). I’ve tried Vengeance, Ricocheting Hammers, Void and Fire Lunge, tried Javelin that isn’t smite or lightning or seige barrage/banner, tried multistrike without relying to procs, tried Spell-hit Abyssal Echoes, tried non-orbiting/shooting Devouring Orb, Anomaly that isn’t bubble, and many more that you don’t typically see in mainstream/meta builds where it seems like “the only good ones” left are your typical Smite-based stuff. I revisit these builds whenever EHG “buff” something in the slightest.

All that frustration for feeling the of “wasting time” when trying to make these work gets topped up by EHG adding broken “OP AF” new stuff feels like an insult. And obviously I’m speaking from personal experience and that’s just how I view these classes given how many of these skills failed me like I said. And yes I tried some of them already several times over the course of playing the game every after multiple breaks I’ve had.

Mage class howerver is a bit different to me. It’s typically your utra-fast-ultra-powerful-easy-1000-corruption-tanky-does-everything class, and I ain’t talking “stupid shit” when it’s the case about this class for such a long time. What’s more insulting is that this is tankier than the supposedly “tank class” that is Sentinel. Even before mana-stacking concept became much much better recently, it was still the class that kills bosses as one of the fastest without breaking a sweat compared to other builds before the ward nerf and older versions of the game. And when I said “deletes bosses in 1 second”, it’s mostly exaggeration except it was “literal” with the most recent mana-stacking static orb builds. If not, at least 10-40 second bosses or even “1 minute” of fighting a boss is stupidly fast. And here are some examples (you don’t have to watch these):

https://youtu.be/XJqn0bJP6VA?t=71 0.8.2. Sorcerer - Lightning Blast. Literally kills Ra’yeh and Lagon in milisecond.
https://youtu.be/m05lecc4358?t=55 0.8.5f. Sorcerer - Lightning Blast. Killed Orobyss in around 10 seconds.
https://youtu.be/CtprD4LzVg8?t=26 0.9. Sorcerer - Static Orb. Killed T4 Julra in 17 seconds.
https://youtu.be/pVJewWr6gGA 1.0. Rune Master - Hydrahedron. Killed T4 Julra in around 21 seconds.
https://youtu.be/AJvQ5whcKIw 1.0.1. Spellblade - Shatter Strike. Killed T4 Julra in around 17 seconds.
https://youtu.be/ducG4HG89g0 1.1. Sorcerer - Static Orb. Killed T4 Julra in around 5 seconds.
https://youtu.be/2ay3N20rmNk Harbinger patch around February (idk the version). Spellblade - Shatter Strike. Killed Aberroth in 7 seconds.

And I’ve seen Aberroth kills under 10 seconds with other class with the most recent game version like this Lich and this Beast Master. Mage class has been able to do this even back then and these are just some of the proof that it does. Of course some of these build might have already been nerfed but the fact it was able to do this in comparison to other classes left a really bad impression to me. And also I’m not saying it’s just Mage class, I know there are some other class builds that can do almost the same, but from what I’ve seen, it felt much more common in Mage class types in general.

And of course there’s nothing wrong with killing the bosses way too fast than what EHG has anticipated. It’s part of what makes ARPG fun for some people, figuring out combinations of stuff that can do tons of damage and you get rewarded for being able to do so.

Anyways, up to EHG if they will do something about this without waiting for 1-2 more years.