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On February 23 2017 15:03 ticklishmusic wrote:Show nested quote +Area of Effect Changes All sources of "Increased Radius of Area Skills" have been replaced with an increase to area. This means that rather than the area of the skill increasing geometrically as the player invests in the modifier to area scale, the radius gained per point of the stat will be lower and lower as heavy investment occurs, similar to diminishing returns. Many old radius increases that have been changed to area increases provide a higher numeric value to compensate for this change. The goal of this change is to make investing in the size of your area skills to be less rewarding the more you invest, so players don't feel like they need to gather every single point of area radius to reach their character's full potential.
 no more massive aoe skills, also kind of a nerf to dying sun i guess, though its still more than good enough in other ways to use Shaper farming will be even more useless now. Gloves, nope. Boots, nope. Starforge, barely used so it is very cheap. Dying sun, global aoe nerf.
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just play hc, 3/4 of those will still be valuable I assure you
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I'm 100% locked in for sc next league, going for the grimmest most stupid combos possible before i permanently turn to hc in 3.0 +.
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I think I might be set on my next (non SSF) build. Animate weapon with 4* the ranged animate weapon jewel, now that you don't need to allocate the Dexterity and all requirements are down to 40 it should be finally doable and extra fun, and I already had tons of fun with just melee animate weapons in Breach.
Although using 4 seems a bit hard point wise, maybe if I went CWC and used CI instead of Life + MoM + EB.
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Is it even possible to get 4 animate weapon thresholds without gimping yourself?
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I doubt it, the mechanics behind those skills is awful, even before the less multiplier is thrown in.
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Yes, it is possible. Below Scion, right of Scion, between Ranger and Shadow and right of Shadow are 4 locations where there are 40+ dex in medium range. All of them are semi okay to grab if you build for it. Remember, all threshold gems are changed so that they just need 40 stats and the stats dont need to be allocated anymore.
Is it worth it though? Not really as the kill speed and dmg is pretty awesome already, but I wanna make it happen and think it'd be fun to have ranged weapons.
Also a melee splash buff is gonna make the melee animate weapons even stronger. But let's see until the final patch notes, perhaps animate weapon gets changed. Personally I'd like it if there was a (reasonable) cap so that you dont get disconnected due to too many weapons.
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tbh i kinda wish they went the opposite direction with thresholds and made them stupid powerful/ build enabling but with a high cost from allocating into a bunch of garbage stats. or heck, if they did that in addition to making the current ones more "accessible".
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The freezing pulse and EK ones qualify as stupid powerful/build enabling (as maybe does rolling flames, pending AoE changes).
The thing is it's very stupid to make a skill only useable if you have and use a specific unique threshold jewel right? It's kinda OK when people have to get that skill at levels 1-5 so it can't be too strong or mechanically complex, and even then there's no reason freeze pulse can't just get +1 projectile every 10 levels right. In that sense, I still don't like threshold jewels.
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i dont think thresholds need to be skill-specific. like, you could have something that marks enemies you kill with a generic spell to explode and cast a nova of the spell or something, but you have to allocate a whole bunch of worthless stats to get it to work. maybe even do ones with downsides like allocate x hp and get a whole bunch of crit but also take extra damage. stuff like that. in general im just tired of path of MORE DAMAGE and would like to see some more interesting/ potentially OP mechanics which require proportionally more investment/ tradeoffs, if that makes sense.
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Is the Freezing Pulse one really going to make it that good though? The EK one looks very good, that I agree with. Freezing Pulse one gives 10% (8-12%?) projectile damage, 2 projectiles which is slightly more AoE and 25% increased damage outside of some scenarios like Izaro fights. Twice that if you use two. The AoE after that should be massively worse than what 1 EK jewel will give and the damage increase is similar to very good 3-4 stat jewels.
Well, at least with them you can skip LMP/GMP completely so that's a big damage increase and makes them mandatory for FP builds, but I still don't want to make a FP build because of them. Part of it is because of FP has that stupid range mechanic and it sometimes doesn't work.
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Personally I think that both those jewels should offer some amount of projectile speed too, especially since once you are practically offscreening with EK your coverage is going to suck even with 20 projectiles.
Regardless, people were running double snakepit to avoid L/GMP on freezing pulse, this seems MUCH better.
Looks like Hrimburn is the meta item this league now that pyre doesn't let you run vortex ignites, although maybe double pyre? I'd like to see the values they are choosing. Don't like whatever conversion nerf they do to call of the brotherhood since it wasn't to my knowledge being used for 100% conversion anyway, besides which 2 rings for 100% conversion doesn't seem that unreasonable when cold just isn't a strong element. oh well.
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With Roth's Reach the EK coverage with that jewel will be nuts, but then you miss the dmg of wands/daggers + shield. If you go phys to fire conversion with The Signal Flare some of that will be negated. Should be really fun if you use that combo and have a good build.
edit: Meh, after some thoughts I think I give up on the idea of doing a build using 4 ranged animate weapon jewels even if I could make it happen. Thing is, I'd still be having a majority of melee animate weapons and would be using Melee Splash and Multistrike, which both don't work with ranged weapons. So... it's terrible. Let's see if the jewel is still the same, probably.
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I'll admit I haven't played the build, but melee splash doesn't seem necessary for animate weapon. Each weapon should be 1-shotting each enemy outside of beefy rare/unique mobs where you specifically don't want melee splash anyway
I'll have to test EK with that jewel to see how it's coverage works, but I'm suspicious that pierce will end up better than chain.
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If you had played it you'd know the clear speed difference is huge so it's incredibly worth it to just swap melee splash before a huge boss. Then again, the damage of Animate Weapon is so huge (thanks to poison) that it's only worth it for Guardians, Breachlords and Izaro.
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Ek with dagger + that dead eye node I think.
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i would be surprised if EK even with threshold is good, unless they adjust damage numbers. it's completely outclassed by bladefall in my testing, in damage, range, single target
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Btw... about the Leaguestones. I'm reading "yeah I'm definitely going to use Perandus" etc., but will we even find enough leaguestones to fill out the 3 spots at all times? If so, I'm still extremely doubtful you can always run the ones you want.
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Okay. Soooo I was just trying to wrap up my last few map tiers to get to 36 challenges and be done. To my utter surprise and delight I somehow managed to not die for pretty much.. forever. So I now find myself in the cozy situation being 97% done with lvl 92, and ~2 maps away from 93. Something I never thought possible for me, to be honest.
So I thought "yeah, just run 2-3 blue t10 maps really quick, grab that exp and be done with it". So I throw in a random Quay map, it has totems and beyond mod, because why not. Thats what ended up on it. Its a fucking t10 map, right ?
Starting the map, open the first breach after 10 seconds or so, get a Chayula breach. "This is going great" Get 1 rare mob and 3 tiny fists for a total of one ("1") splinters. "Whatever, at least it wasnt fucking Tul".
Run around a bit more, open another breach. A Tul breach. Of course. These tend to be a bit harsher on my old computer, but whatever. Move to the border of the breach, kill tons of mobs, ez game. Move back in to clear the other side. Remember it was beyond modded ? Maybe some of you remember me bitching about surprise Haast being the worst surprise ever.
Turns out if you stand on top of 100 corpses Bameth is a worse surprise.
Back to 87%
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On February 24 2017 21:45 Espelz wrote: Okay. Soooo I was just trying to wrap up my last few map tiers to get to 36 challenges and be done. To my utter surprise and delight I somehow managed to not die for pretty much.. forever. So I now find myself in the cozy situation being 97% done with lvl 92, and ~2 maps away from 93. Something I never thought possible for me, to be honest.
So I thought "yeah, just run 2-3 blue t10 maps really quick, grab that exp and be done with it". So I throw in a random Quay map, it has totems and beyond mod, because why not. Thats what ended up on it. Its a fucking t10 map, right ?
Starting the map, open the first breach after 10 seconds or so, get a Chayula breach. "This is going great" Get 1 rare mob and 3 tiny fists for a total of one ("1") splinters. "Whatever, at least it wasnt fucking Tul".
Run around a bit more, open another breach. A Tul breach. Of course. These tend to be a bit harsher on my old computer, but whatever. Move to the border of the breach, kill tons of mobs, ez game. Move back in to clear the other side. Remember it was beyond modded ? Maybe some of you remember me bitching about surprise Haast being the worst surprise ever.
Turns out if you stand on top of 100 corpses Bameth is a worse surprise.
Back to 87% Such a cocktease. I was expecting you would say your HC character died...
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