I quite like the introduction of the Skill Shrines. They add a welcome diversity to Shrines. They also showcase skills from other classes I tend to play less.
But most importantly, I find them super fun. Thing is, I find the damage dealer skills from Shrines super fun during the campaign and early monolith… because they actually deal damage.
But once I tackle the empowered monoliths, those skills from Skill Shrines barely leave a scratch to enemies at 100 corruption. At 200~300 they become totally irrelevant… which is a pity to me.
My understanding is that damage from Skill Shrines don’t scale with corruption currently. Is this intended ? If not, could you consider it to be scaled with corruption so they stay fun during endgame, pls ?
I’m not sure this is entirely accurate as I currently do 300±400+ corruption on most of my timelines, with one being over 500, and at least most of these shrines are able to kill the trash mobs, although I’m not certain all of them can. There might be a need for a look into which ones need improvement and which ones are ok. The thing with these shrines is that most are using a skill which you have not invested any points into so they won’t have the improvements you would as a player with that skill spec’d into.
I avoid some of them on that character b/c they do melee attacks which uses my Ward, and I can’t afford that or I’ll die (as I’ve found out).
Yeah, this should be fixed. If they’re casting from the shrine, they shouldn’t be affecting you in this way. I haven’t tested it, but if you wear a bleeding heart and click on a spell shrine, it’s bad if it triggers bleed.
After all, they don’t spend mana or interrupt your skills. So they shouldn’t be affected by stuff like this either.
I completely agree. I use a Chronostasis so any skill from the shrine that is considered melee takes my Ward away quickly. Some of the skills I haven’t used in a long time so don’t recall they are melee, then I click on the shrine and find out.
Okay, so that would mean that these skills inherit from the character’s buffs (skills, passives, equipment)… which would make sense from an implementation standpoint : it’s as if the character was actually using those skills automatically.
That would explain the fact that the Smite Shrine (Celestial ? Divine ?) with Fire or Lightning damage wouldn’t do any good as my Warlock is dealing essentially necrotic or poison damage.
I’ll try to pay closer attention to the effect of the Chaos Shrine (that procs chaos bolts) then.
On the other hand, I wonder there wouldn’t be a better outcome if those skills from Shrines dealt a flat damage, scaling on map level and corruption level.
Not sure if it’s the easiest way to implement, though.
Well, they could create a sort of invisible pseudo-NPC that scales with corruption and casts the skills centered on the player.
Wouldn’t certainly be easy, but most of the systems would already be in place for that.
Although I’m pretty sure there are simpler ways to use the existing systems to achieve the same end more easily. I just don’t know how their system is set up.
But even maintaining the current implementation, it shouldn’t count as cast by the player, because of interactions like the ones mentioned above.