Itâs intentional that there will now be more variance in traversal skill cooldown based on your gear. Weâre aiming to making gear matter more for how your character feels to play, and for the pace of gameplay to change a bit more from early game to endgame. The changes to the availability of cooldown recovery speed and the addition of the increased area affixes are part of that.
Making cooldown recovery speed into a suffix is, in my opinion, a serious mistake. Cooldown recovery speed is entirely an offensive stat on the builds that need it, and on the builds that only want it as quality of life, itâs still less of a defensive stat than say, movement speed. I was pretty sure that the way you divided up prefixes and suffixes was meant to encourage people to actually get offensive stats, and even then I (and likely many other players) still put strength affixes on characters that get nothing but armor out of it.
Many builds that donât need cooldown recovery are nerfed, they need to sacrifice a suffix or choose worse base type to remain on the same level as before. Meanwhile builds that already want cooldown recovery are buffed. There should be some middle ground, for example an idol-only affix with âmovement skill cooldown recoveryâ that maybe doesnât stack with other sources of cooldown recovery
Yes, they now take damage during movement abilities but wonât die until the ability finishes.
Minions generally use the same AI system but there are values on both the minion itself and its abilities that can be changed.
Either way, we welcome feedback about minion behavior.
Going to a different zone in the campaign works differently than loading a new echo, so yes there is more of a delay in campaign. We fixed some issues that appeared during the Open Weekend that contributed to longer load times but itâs something weâre still working on.
Which is, in my opinion, a PRO. I like that theyâre playing around, and (please, note) working to fine tune more strategic and thoughtful play rather than just âI GO INTO ROBOT MODE AND JUST SPAM A BUTTON EVERY OTHER SECOND.â
Amazing patch notes. Ty for all the hard work you guys do.
In regards to The Last Titan changes, Iâm gonna have to see how getting hit by the punch feels. Moving away from one-shots is good, but I feel like a 2 second stun might actually be more frustrating. With a one-shot the feedback is immediate and I know what killed me. With a 2 second stun, Iâm stuck watching my character stand still and take attacks while all I can do is hope I donât die in that time.
Actually, Pious version probably got hit the most. Pious made extreme use of VR to reset mana. VR cooldown got a pretty hefty nerf. This will greatly impact how often you can blast away 100% of your mana bar.
I am a little bit concerned about the Focus node conveyance in combination with the traversal skill changes. Namely, the fact that traversal skill cooldown doesnât recover during the skill. Since conveyance causes Focus to be a traversal skill, that would imply that itâs cooldown does not recover so long as it is channeled, actively incentivizing you against using it normally, as the longer you channel it the longer it will be before you can teleport again. I had been considering trying out a mana stacking build using the damage nodes for focus, and using conveyance to jump into enemies with it, but if continuing to channel it extends the cooldown that sounds really bad.
EDIT: Just wanted to add I donât think it would be unreasonable to add an exemption to the rule that cooldown does not recover during duration for conveyance (perhaps with a slight increase to cooldown); being stuck in place channeling is already enough of a reduction in mobility without also extending your mobility cooldown I think.