The Ascendant Class Changes
One of the current builds the Scion actually feels useful for is crit Bringer of Rain Warchief totem with Hegemony's Era. Why? Because the mechanic of having an extra totem from the helm and the chance to gain a power charge when placing a totem are unique.
Why is GGG so reluctant to give the same treatment to other ascendancy nodes? How many new builds (or at least new takes on builds possible through other classes) are actually going to come out of these nodes if they're either going to be number-boosters or are going to just do the same thing another ascendancy does but weaker? If the ascendancy numbers are going to be weaker while retaining the same mechanics that the base ascendancy has then the choice of which class to use to be most effective is going to be "not the one that's been chopped down so it fits into a single sad node." And if the scion numbers are more powerful than the base class then the scion will dominate for those builds. If the intent is just to get Scion's numbers up because she's got raw power then her numbers come at the expense of other classes'. If the intent is to get her more on par with other subclasses then she absolutely must be able to do something -unique- that they can't do. Going back to that Hege's warchief BoR build, no other class gets an extra totem from the helm nor does another class get power charges from placing totems. Those unique features enable the build to at least be a bit different and interesting compared to other versions like what a Hierophant might do. And there's the flexibility of the Scion going Assassin to get more crit, Gladiator for block, and so on. For each of the main classes, perhaps at least one of their Scion subclasses should do something unique like the Hierophant node does? A Juggernaut version that gives something in a new way might be "while you have Fortify you cannot be slowed below base speed." |
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" ???? the "Path of" passives that allow you to start at another class's tree will also grant two additional passive the "Path of" passives that allow you to start at another class's tree will also grant two additional passive the "Path of" passives that allow you to start at another class's tree will also grant two additional passive. And if you don't get it still. the "Path of" passives that allow you to start at another class's tree will also grant two additional passive. Bye bye desync!
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Even though buffed, most of the specialisations seem very underwhelming compared to their parent ones.
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" If that were so, then, Scion would be competitive. Looking through all the wheel combinations, 4 picks would give her nice power, but no broken synergies that I can see. This is probably because the skills don't synergize and there's nothing defining in any of the sets given. Let's say you pick Elementalist + Necro + Assassin + Trickster. Pretty high powered. |
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Better, but still not quite there I think.
Wish the armchair developers would go back to developing armchairs.
◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► |
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" this, don't understand why GGG hate scion so much |
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Necromancer node doesn't really have the right amount of 'oomph' to it. When you read it, aside from the minions damage reduction, everything else on the node just makes it sound like a party buff node or aura bot node.
Something like Spirit Eater, Mistress of Sacrifice, or even Beacon of Corruption would go a long way to helping it. You don't even get straight minion damage out of it either. In fact, alot of the nodes seem overly simplified and lack alot of flare to them. It's the one major complaint I have seen/had with the entirety of the ascendency system for the scion |
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Berserker looks terrible.
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Nice :) Can we have more changes to ascendant classes? Change everything. You should do tree locking mechanic. You could change tree every league and ppl could have their favorite builds saved with this. Lock your tree or release it if you prefer the change :)
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" if TLDR: SCION SUCK HARD before or after this changes. |
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