Steelskin and the Guard Skills
In other words, content keeps getting harder and basic skills that serve to help with survivability get nerfed. Not to mention if you even want them to work in any sort of alright way, you have to manually activate them. You know, you already need to activate 5 flasks every 4 seconds, use the mouse to move an use the main abillity every second or less. use secondary abillities every few seconds as well. Why not make the defensive skills also active so that people need 30 fingers to press all the keys every few seconds? Seems logical!
"The heavens burned
The stars cried out And under the ashes of infinity Hope, scarred and bleeding breathed it's last." |
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I kind of get what they want us to do:
Get into the fight with high mitigation for a few seconds; look for safe spot, retreat & regen during cooldown for "harmonic" playing. Alternatively alternate mitigation skill of your choice with flasks if you like it rough all the time. If I'd play an ES recovery char in Legion, I would go for switching all dots+ailments off. Then I'd have only hits to consider. In fight I'd have a reliable 70% mitigigation flat + armour & res. Out of fight I need a safe spot without being hit for 1.3s (or 0.8s if I'm lucky). With flasks I don't have to consider dots and ailments and can go for duration and mitigation. There are choices to be made, and this is where I draw my fun off, with less than a week per 3 months for playing. (I'll not play an ES recovery char in Legion). Your world is evolving, and you will as well. |
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" Having a mandatory setup of "the reflexes of a hyperactive 8 year old" rather than "IC+CWDT" is not an improvement. Awakened Combustion Support when?
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Since when is adding additional ADHD-esque steps to a hack'n'slash dungeon grinder someones version of fun?
The whole point of IC+CWDT was to have an automated OH CRAP button.. These awkward game changes are starting the downhill trend for PoE. |
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It sounds like a really fun idea and addition to gameplay. I just worry it will cause more deaths in the higher Tier maps / endgame not having the immunity part of IC anymore. Since most hits are almost, if not, a 1 shot. Maybe this solves it. Guess I'll find out soon. **shrug**
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I'm not really concerned about it not being 100% reduction anymore. I'm more concerned about the meaning of "These skills are all Instant and share a cooldown which won't expire while any of the skills are active"
Let's imagine it has a 4sec cooldown. Does it mean that we will have to wait that time AFTER the skill duration finishes? Or does it mean that you won't be able to cast it again (or other guard skills) until the existing effect finishes? The first case would be a HUGE nerf. In the second one there is still hope depending on how much you could scale the duration. |
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This is awesome. It's nice to see a more reactive and active playstyle being offered, especially for those who like a protect/counter/dodge type character.
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" If you do the mitigation part right, you should not need an "oh crap-button". That is as long as GGG are doing their part right, which is called Balancing. If they are making it easier over time for the majority, they win financially. And maybe they finally thought the "Oh crap"-button to be too cheesy for the top players. Now, if the chosen ones will delve in 1200 instead of 1900+ from now on ... So what? They will still be the Best(R) by a margin. (Which is then not as big as it used to be. But, stop playing? Well...) Last edited by Rabiator#5852 on May 29, 2019, 5:37:41 PM
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" I don't comment on news posts often, but this does seem like something that potentially needs to be looked at. I would have been flat out murdered by off-screen packs of porcupines this league if not for immortal call. I know they supposedly got nerfed to have only a 70% (or something close?) chance to launch spikes, but that's still enough to kill you with sufficient pack size and damage mods. Last edited by PopGen#6967 on May 29, 2019, 5:34:10 PM
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" Probably instead of exploding right away, they can leave a spike bomb in the ground that explodes after 1-2 seconds. The same way as some bloodline monsters, or volatile flame blood that doesn't explode directly in your face anymore, and even makes a sound effect to let you know it's coming Last edited by Riftshadow#6315 on May 29, 2019, 5:44:00 PM
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