Added note for Void Knight Skill Changes: Anomaly
- Time Bubble now shreds void resistance (it previously stated that it increased void damage taken, but did not have this effect in practice)
Added note for Void Knight Skill Changes: Anomaly
Even if tornado is good, itâs still better play it as something other than shaman (especially proccing it via swarmblade); shaman is just not in a good state right now.
i canât see it in game as part of the game guide though i recall seeing it in game maybe as loading screen tip about enemies getting resist per level
Nope, they gain penetration to your resists per area level.
sure the post about it didnât say a âmassive drop nerfâ but that doesnât sell people on a product very well either and it DOES say that there will be a reduction in loot and increases to enemy power to combat the âdramatic increase in player powerâ that either trade or fortune would bring
Yes, I never said there wasnât going to be a reduction in drop rates as the default (compared to current), just that theyâve not said how much of a nerf thereâs going to be. And I very much doubt that itâll be a âmassiveâ nerf. Letâs not start screaming that the sky is falling.
Not sure where youâre going with the final quote unless you think it contradicts what I said (it doesnât).
So am I correct in assuming any further progressed person can go back and help someone without any negative repercussions to that lower level player in the lower level playerâs appropriate zone/levelling content?
Correct.
Did you read my full post? My first sentence was that i agreed with the motivation behind the changes and then gave alternative solutions that achieved the exact same result without messing with how the game already worked.
For something as short range as Shift I donât really see any other use for it other than a defensive ability for marksman (it can be used more aggressively as bladedancer sure but itâs not in bladedancer itâs a rogue ability). Iâm not going to dedicate 20% of my build just to move around the map faster. It needs some in combat use. And for a squishy ranged character who has to stand still to attack, having an ability to either make distance between enemies or to reposition so i can resume dealing damage to bosses quickly is basically a staple of ARPGs. In my current Marksman build i do not need cooldown rate for anything besides shift so iâm not going to take it. So for my build, this is strictly a nerf that wasnât needed. That last sentence says there is a problem here.
My point is that increasing the base cooldown solely to prevent some people from stacking an optional stat is not the best solution. I completely agree that they shouldnât let these abilities get too short of cooldown, either for map movement or for defensive purposes. Thatâs why i suggested just a hard limit how low they can go that matched their estimate. but their solution of increasing base cooldown messes with the balance of other systems and that is important to game design/balance to take these things into account. They can achieve the same result by using different methods. They didnât say they were increasing the base cooldown because they felt like they needed it in general. They only said that the point was to prevent cooldown reduction from getting out of hand.
I agree items should feel like they make you a fair bit stronger but I also believe a characters skills and levels should have a bigger impact then items give.
If a lvl 1 character had a god tier item a lvl 100 character should be able to destroy them without using items realistically lol.
Iâm not going to dedicate 20% of my build just to move around the map faster. It needs some in combat use.
It didnât lose its in-combat use just because the base cooldown is now half a second longer.
And for a squishy ranged character who has to stand still to attack, having an ability to either make distance between enemies or to reposition so i can resume dealing damage to bosses quickly is basically a staple of ARPGs. In my current Marksman build i do not need cooldown rate for anything besides shift so iâm not going to take it.
This all really just sounds to me like your character is inappropriately squishy and youâve been getting away with masking using Shift.
So for my build, this is strictly a nerfâŚ
If Shift gaining a half second to its base cooldown really, honestly makes a regular, noticeable, significant difference between you dying and not, then Shiftâs cooldown is not actually the problem.
And ultimately, while I get that it doesnât feel great to have a build you like get nerfed, this is still a beta that is being heavily iterated on and tuned, and none of us are entitled to having the builds we like remain (as) powerful in perpetuity, or across major patches.
That last sentence says there is a problem here.
I donât think it does. As far as I can see, your evaluation stopped at âShift got a longer cooldownâ, and thatâs just not appropriate or reasonable. Have you played with the 0.5 second longer base cooldown? Do you know for certain, from experience, that itâs really a big enough difference for you to even notice it, be restricted by it, or die because of it? If no, then youâre not standing on ground thatâs solid here. If yes, then my stance remains what it is directly above - your build is too fragile.
So moving CDR to a suffix has made belt stat choices sometimes require more consideration than just âalways pick health every timeâ. That sounds like they met a design goal to me.
I see it the other way around.
They inflated times for movement skills, if you want somewhat previous feelings in terms of cadence you have to invest in at least, one of the new CDR suffixes.
Belt is already set in stone: both health suffixes, so thereâs only there a bait option. Nobody will add some CDR at the cost of a incresed or hybrid health.
So now on boots you have also two set in stone suffixes: hybrid health and CDR. Before you could add armor, percent dodge or any resistance, now you have just lost another suffix.
They inflated times for movement skills, if you want somewhat previous feelings in terms of cadence you have to invest in at least, one of the new CDR suffixes.
Yes, mission accomplished, people need to invest into something, if they want certain results.
That is called opportunity cost. And I hope they will further add more stats for more slots to achieve that for a variety of stats.
Belt is already set in stone: both health suffixes, so thereâs only there a bait option. Nobody will add some CDR at the cost of a incresed or hybrid health.
Donât speak for other people, I gladly would take CDR over health on some builds.
Yes it is a difficult decision, but that is the exact point that BroncoCollider wanted to get at.
If certain affixes are âset in stoneâ as you call it, that is a bad sign and EHG wants to combat that.
Belt is already set in stone: both health suffixes, so thereâs only there a bait option.
It doesnât sound like itâs set in stone to me. It sounds to me like we have to decide if weâd rather have more health, or more frequently availability of our movement skills. Currently, you give nothing meaningful up by choosing double health. Thereâs no choice in that. Now you will have to give up CDR.
So now on boots you have also two set in stone suffixes: hybrid health and CDR. Before you could add armor, percent dodge or any resistance, now you have just lost another suffix.
So what youâre saying is, now when crafting your boots you will have to decide if direct numeric defense increases (Armor, Dodge, Resists) or something less concrete (CDR) is going to be more effective for your character, and give up one to have the other. That sounds like a much tougher choice to me.
Nobody will add some CDR at the cost of a incresed or hybrid health.
Iâm sorry to be the one to inform you that your individual decision making process and the conclusions thereof do not universally map to all other builds and players.
Apologies if this is already asked/ answered in the Topic! I tried a quick search and couldnât find anything related to the Unique name relating to my question.
Any plans to adjust the numbers/ change the Stymied Fate Unique boots given ICDRS will now be available in the boots slot suffixes? It feels like it loses some identity with the change.
Thanks!
Yeah totally agree here.
I think that these boots need either a significant buff to the nubmers to feel special and different or a complete otehr change to stay unique.
Especially as one of the âBoss Uniquesâ
Yes, mission accomplished, people need to invest into something, if they want certain results.
Taking away to later force certain âoptionsâ to get it back to me is not âmission accomplishedâ.
Actually is more taking away than anything: in general if you want the old cooldowns without CDR investment, pay 1 suffix in boots, if you want the old cooldowns + the old 17% CDR in helm, pay instead with two 2 suffixes. losing one increased/hybrid health you have no way to make up for.
CDR is not defensive, moving it down to suffixes makes no sense. You lose defensive power in order to travel a bit faster, which is a lame decision to have to make.
BTW also damages the use of unique boots. You are now a more bold incentive to stick with your normal boots.
And the new ring? if it had an upper range of 20% (like the T5 suffix), would be an option, but 10% only? another ring to filter out in just every build.
I think this change damages the playerâs ability to craft their equipment, specially when youâre tuning your endgame setup. Losing 1-2 suffixes for something you had before⌠horrible.
Want more flexibility in gearing? move away either increased or hybrid health from belt to relic or amulet. Move flat health from suffixes to prefixes. Simple.
Donât speak for other people, I gladly would take CDR over health on some builds.
I am speaking from myself, and also I said this still has to be tested by real use. I cannot see myself using the CDR on belt or the new CDR joke ring.
Yes it is a difficult decision, but that is the exact point that BroncoCollider wanted to get at.
My point is that not only is a no-brainer (avoid on belt/new ring, get it on boots), you also lose choice, and the unique boots they better be essential to your build or have 3-4LP.
If certain affixes are âset in stoneâ as you call it, that is a bad sign and EHG wants to combat that.
I fully agree on this part, sadly we are on a health META. Increased Health and Hybrid Health are near mandatory in any place you could get them, and also Vitality is priority if not mandatory.
Technically I think it might? I mean you might have to swap from X to Y, but in general I do not see anything in the patch notes that is going to address those concerns. I see a lot of shuffling around of player power from skill X to Y, or adjustments in play style where you might need to look at the monitor, but the player power shift I simply do not see it. Fingers Crossed for a future update.
Actually is more taking away than anything: in general if you want the old cooldowns without CDR investment, pay 1 suffix in boots, if you want the old cooldowns + the old 17% CDR in helm, pay instead with two 2 suffixes. losing one increased/hybrid health you have no way to make up for.
Letâs do a thought experiment:
You are crafting an item. You are given a pool of three affixes. You can choose any two of them to put on your item. These are the affixes you can choose from:
Obviously, you put 1 and 2 on your item. No brainer.
Have you made a decision?
You lose defensive power in order to travel a bit faster, which is a lame decision to have to make.
Is it lame because itâs actually lame, or is it âlameâ only because you really want both but can have just one?
Itâs 2:00 am on the 10th in Japan time, so Iâd like to prepare coffee and friends and have fun! Thank you for your good work.
thats a massive patch but for now i just want to know⌠did you guys fixed the swap on the left mouse click to the right mouse click âissueâ ?
please, tell-me that you did fix it im almost destroying everything in my path because of it
CDR is not defensive, moving it down to suffixes makes no sense. You lose defensive power in order to travel a bit faster, which is a lame decision to have to make.
I donât agree with this assertion.
Lots of skills have cooldowns across the board. Furthermore, movement abilities provide offensive and defensive capability, depending on how you utilise them.
Move flat health from suffixes to prefixes. Simple.
By your own logic, I could argue âflat healthâ is not offensive and moving it to prefixes makes no sense. This line of argument assumes thay prefixes must be offensive and suffixes must be defensive, which need not be the case.
I think this change damages the playerâs ability to craft their equipment, specially when youâre tuning your endgame setup.
I fully agree on this part, sadly we are on a health META.
I think this is the crux of the issue â it feels problematic as the current end-game meta requires this defensive layer.
Unfortunately, the experienced parts of the player base will feel this the hardest as they are the ones pushing the hardest, who have become most familiar with the systems and are thus most sensitive to change. New players in 0.9 and less experienced players may not feel this strongly.
Looking at this from a more optimistic angle, we donât know what post-1.0 end game looks like and this (like the ailment changes and the new area affixes) may contribute to a healthier end game with more options in the long term.
"## Added Damage
So can i equip a Titan Femur and use upheaval with cold convert and get full cold now ? or do i have to wait you guys make a 2h cold base mace fom3 xD
Yes, it works the same way that adaptive spell damage did. The Added Melee Damage from Titanâs Femur gets added to the skill in whatever ratio of base damage that skill has. When you convert the base damage of Upheaval to cold, the damage becomes cold damage.
Note: you can still have elemental typed prefixes, so Added Melee Physical Damage prefix still adds physical damage as before. But you can also still get Added Melee Cold Damage prefix if you want it all to be cold.
- Thorn Bear no longer lowers the retaliation threshold of Retaliatory Thorns
Hi,
I want to thank you for the fantastic game.
I will be objective:
The change reported above will prevent the use of BEAR in its main single use: Retaliation Buildings.
Wolves, dinosaurs, tigers, squirrels, despite having their own archetypes, are similar in the sense that they produce damage by themselves.
BEAR, on the other hand, is unique. It returns damage. Please donât take it away from him!
================================
Iâm the author of a build that plays with BEAR and thorn shield.
(Iorek Byrnison - A Thorn Shield bear | Build Guide | 0.8.5 - #45 by Lorde_Comandante)
I would also like to talk about the thorn shield skill.
It is very negative to realize that it is impossible to use the thorn shield efficiently on your own character. I tested and failed. Only on the bear this skill has the ability to deal damage.
I analyzed the artifact that spawns bees. And I realized that THORN SHIELD has interaction with bees. But it is limited, because bees die every 10 seconds.
I would like to make a suggestion:
That the thorn shield could be applied to ALL bees and or ALL plants.
And make a ways whertte thorn shield can be viable to do damage (not as defensive layer) witout minions.