[Not a Bug] Essence drain/Contagion + Profane Bloom not spreading

A simple solution that can benefit ED/contagion builds while having little impact on current builds is to swap the 2 Ascendency passives around (Malediction & Profane bloom). Malediction is usually the desired one over profane bloom for most build, so why not have it be before the passive that kills ED?
Last edited by AhzNa#0530 on Jul 20, 2016, 1:22:57 PM
this bug just sux.

Void beacon is on of the best Notes for Essence Drain, Wicked Wards is rly nice to, but even if I would want to take Vile Bastion over Malediction there would be 2 Useless points left. And even if Malediction allone would be worth 4 points for me, I cannot take it because Profane Bloom "blocks" it.
ign: UpForJava
Also Malediction could be simply moved into a separate 2-nodes branch. Turning Profane Bloom's damage into DoT would be a dream.

GGG please
If you want something changed, the feedback forum is the place to do it, not here.
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GGG pls. Are there any plans to fix this?
This is a buff! GGG
IGN:_T_H_A_N_A_T_O_S_
"
PlsGoDieThx wrote:
GGG pls. Are there any plans to fix this?


As posted by Rhys here:
https://www.pathofexile.com/forum/view-thread/1667349/page/1#p13387731

"
Rhys wrote:
(Reposted)

The Profane Bloom/Contagion thing is not technically a bug so much as a natural consequence of our skill system.

Basically, Contagion (and by extension Essence Drain) cannot spread to monsters that are 1-shot by Profane Bloom.

That's it. Monsters which are not 1-shot by PB will still spread Contagion and ED as usual. It's just that when monsters die, they do the PB explosion first then fail to spread Contagion etc later.

We realize this interaction is undesirable for some players, however it is not at all easy to change and would require pretty much rewriting both Contagion and ED from scratch (under the guiding light of The Great Buff Refactor), but even then we are uncertain if this can ever be changed.

Abyssal Cry and Obliteration have the same issue, though since they deal less % damage, it happens less often.

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