Skill Reveals - Purifying Flame, Wave of Conviction and Divine Ire
" Why adding a melee skill if nobody play it? :P Casters don't have easy as well if they're self-casting. Totems, traps, mines, minions, eventually very specific fast skills. Forget the rest. It's Past of Clear-speed. Melee don't have a chance against it, just... hope that 4.0 will bring major changes in that aspect. |
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" LOL. Melee is fine bub. They already said this is (obviously) the spell patch anyway, as can be seen by the new additions, and hopefully the forthcoming changes that they promise will fix "handcasting" and the full balance pass. You're an idiot if you think melee needs that more than selfcasting. But then, if you're more melee-inclined, that says a lot about you anyway. (2-3-2019) Buff underused skills (3.23?!)+ selfcast, stop nerfing defense, build in threshold jewels (3.23?!), implement D3-style looting, add death log + MTX preview, actually rework flasks, stop balancing around the .01%, unnerf Harvest, ADD NEW WAYS TO LEVEL, finally implement Loot 2.0
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"rather than providing more options that can be combined to reduce resistances to unreasonably low levels"
That has got to be the most diplomatic way of saying NERF that I've ever read. |
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"No boss has 75% resistance to anything without a map mod. Normal map bosses have 30% elemental resistances and 15% chaos resistance. This also includes Atziri, Uber Atziri and all league bosses, except for Aul. Aul, Shaper, Elder and the guardians have 40% elemental resistances and 25% chaos resistance. Merciless and Uber Izaro have 45% elemental resistances and 22% chaos resistance. All of them are already in negative elemental resistance territory with the penetration gem and passives. |
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" Can someone tell me how this is different currently? FB already reduces cold resists by 25% currently. IGN: Arlianth
Check out my LA build: 1782214 |
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" seems like all forms of "reduction" outside of actual penetration will be transformed to exposure, in order to reduce stacking them infinitely. this would be an insane nerf, if it comes to pass |
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" Sounds pretty good for a cwdt setup like a mini EE |
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Hmmmmmmmmmmmmmm
No, really not, definitely not. So now we have a skill that gives you a "choice" between coverage or damage on usage ... so that you don't have to make any other choice with your gear/setup you know, so that you can have both good clear and good close range damage when you need it ... It's an easy choice that removes the need to make previous meaningful choices. Good excuse to make this skill's damage bonkers I guess heh. At least it encourages stacking something else than cast speed, that's a good thing imo. About that other spell with consecrated ground interaction ... we really don't need support gems to customize our skill, do we ? Let GGG give us pure MOAR DAMAGE support gems pair with skills that already have everything on their own, right ? /s Not even talking about all the conversion mechanics that designers are going bananas with ... BO.RING I'm sorry, but no ... SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading. Last edited by Fruz#6137 on Feb 26, 2019, 9:23:11 PM
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" How many other sources of [cold] resistance reduction are there besides fossil helms? Oh crap, rip fossil helms. IGN: Arlianth
Check out my LA build: 1782214 |
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I feel like purifying flame will be one of the better ones among these. I might toy around with it a bit later on, but I just like chaos skills way too much for my league starters to use anything else.
" It's similar to how the old blight threshold jewel increased chaos damage taken and the new one adds a wither stack with every blight stage. For the average player the end result is that the enemy takes more damage than without it, but you can't stack the effects anymore. Basically it's to prevent people from stacking ridiculous amounts of resistance reduction. Obligatory "something something similar to MTG keywords". I make dumb builds, therefore I am.
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