Feedback on Poison Pathfinder

Here's my feedback with poison pathfinder and things I wished were fixed.
TLDR :
1. Toxic Growth would be more fun without the backflip.
2. Gas Detonation philosophy goes against the poison DOT archetype we want to play.
3. Poison feels like a second class damage type.

1. Toxic Growth: The backflip makes this very clunky to use. Losing control of the character that is based around mobility makes it very unfun to use as a main skill. It feels counter intuitive to being a agile ranger, when my main skill makes me lose character movement.

Example : during boss fights in act 2 where you need to shield behind the NPC, casting toxic growth will kill you from randomly jumping out of the bubble. Outside of those event, it's the same feeling ... Great skill made clunky.

Suggestion: Remove the backflip during cast, or give the backflip something like 200% evasion rating.

Importance: Medium. Fixing the clunkyness would push Toxic Growth as a build , not just a single target skill.

2. Remove Gas Exposion: I want a way to play poison with my firewall using friends. The damage of poison builds is not very good in groups. Morever, if they are using fire, I can't play with them.

Suggestion : Add a support gem that increases poison damage but disables the blow up effect of poison + detonate. Or, remove the poison blowing up mechanic. In it's current form, it doesn't mesh well with poison builds. Maybe move this mechanic to a separate spell or curse. Something that grants poison cloud the ability to detonate, instead of it being a default behavior. Make poison be poison. Specialisation is fun.

Importance: High. I can't effectively play in groups that uses fire with my already weak build.

3. Poison feels like a second class citizen. It's not really chaos, it's not really elemental. It's hard to scale. Example

Example : a pure phys bow is somehow better than +3 projectile skill chaos bow around lvl 40, but a chaos bow is better late game after chaos infusion. This is not intuitive.

Suggestion : Improve tooltips text, sometimes it's not clear. is poison nova physical or poison damage ?

Importance : Low
Last bumped on Dec 18, 2024, 2:25:04 PM
good suggestions all around, I agree with all points posted and GGG needs to give some love to poison, via mods to use with it or mobility with moveable casting on toxic growth.
I agree, also if they are going to take a skill gem and lock it to a single class like poisons concoction (which they shouldn't) the need to at least make it strong enough worth taking where you could build the rest of your character around that one skill since its eating up two ascendancy points.
Good strong points here, but I actually think they will nerf pathfinder. Gas arrow is so good and the streamers are showing its power.

Everything that looks good or does good gets nerfed. Please dont nerf Gas arrow again, you have already reduced the explosion dmg by like 300%

GGG wanted us to use things together like gas with fire, then they nerfed it.

Our Ascendancy is a bit of a joke also, 4 good points and the rest are kinda rubbish.
"
Darthuns#4073 wrote:
Here's my feedback with poison pathfinder and things I wished were fixed.
TLDR :
1. Toxic Growth would be more fun without the backflip.
2. Gas Detonation philosophy goes against the poison DOT archetype we want to play.
3. Poison feels like a second class damage type.

1. Toxic Growth: The backflip makes this very clunky to use. Losing control of the character that is based around mobility makes it very unfun to use as a main skill. It feels counter intuitive to being a agile ranger, when my main skill makes me lose character movement.

Example : during boss fights in act 2 where you need to shield behind the NPC, casting toxic growth will kill you from randomly jumping out of the bubble. Outside of those event, it's the same feeling ... Great skill made clunky.

Suggestion: Remove the backflip during cast, or give the backflip something like 200% evasion rating.

Importance: Medium. Fixing the clunkyness would push Toxic Growth as a build , not just a single target skill.

2. Remove Gas Exposion: I want a way to play poison with my firewall using friends. The damage of poison builds is not very good in groups. Morever, if they are using fire, I can't play with them.

Suggestion : Add a support gem that increases poison damage but disables the blow up effect of poison + detonate. Or, remove the poison blowing up mechanic. In it's current form, it doesn't mesh well with poison builds. Maybe move this mechanic to a separate spell or curse. Something that grants poison cloud the ability to detonate, instead of it being a default behavior. Make poison be poison. Specialisation is fun.

Importance: High. I can't effectively play in groups that uses fire with my already weak build.

3. Poison feels like a second class citizen. It's not really chaos, it's not really elemental. It's hard to scale. Example

Example : a pure phys bow is somehow better than +3 projectile skill chaos bow around lvl 40, but a chaos bow is better late game after chaos infusion. This is not intuitive.

Suggestion : Improve tooltips text, sometimes it's not clear. is poison nova physical or poison damage ?

Importance : Low


Couldn you please explain what you mean that +3 proj skill chaos bow with chaos infusion is better than good phys bow? I just don't see how is it possible. 52-87 chaos base damage on a bow is just laughable compared to 300-400 phys base. +3 levels is ~20-30% max of damage effectiveness of skill and chaos infusion is 25% more damage to chaos which is still not much considering low base. You probably can scale general chaos damage on tree, but you need 10 times more increases on a tree to reach same hit as on pure phys. Am I missing something?

"
Good strong points here, but I actually think they will nerf pathfinder. Gas arrow is so good and the streamers are showing its power.

Everything that looks good or does good gets nerfed. Please dont nerf Gas arrow again, you have already reduced the explosion dmg by like 300%

GGG wanted us to use things together like gas with fire, then they nerfed it.

Our Ascendancy is a bit of a joke also, 4 good points and the rest are kinda rubbish.


As gem states there are 3 different source of damage of gas arrow: hit, cloud and detonation. All of them have different damage effectiveness. It they nerf detonation WITH cloud part then it is just trolling. No way in current poison state cloud part of damage deserves to be nerfed.
Last edited by dar1us#7393 on Dec 16, 2024, 6:37:32 AM
Gas arrow is definitely getting the nerf bat, its ability to stack on top of itself and apply poison stacks almost immediately is pretty busted.

Poisonburst needs a big buff, and most of your points I agree with, although I rather like the backflip (except when it gets me killed since you can't actually cancel out of it like you can the long warrior animations)
As for the chaos bow being better than the phys bow, I knew someone would ask for all the math, so i kept my 2 bows in the stash. It was a specific situation around lvl 40, where chaos bow and phys bow are about the same base damage, but chaos bow can't benefit from any runes for extra damage. (no chaos runes)

I ended up trying to use a chaos bow with elemental damage, I don't see how a physical bow can reach numbers mentionned, even with the runes. My math might all be wrong, but the point was the following :

Poison damage is a form of chaos damage. It scales with chaos damage or physical damage.

Spells usually scales with +skills.
Gas arrow 'feels' like more of a spell (because of chaos damage) so I expected it to scale closer to spell archetype. I thought the +3 skill was to offset the poor physical damage you get on phys bows.

I must be doing something wrong, i dont understand how you get a number above 80ish base +24 ( 40% damage rune) on a phys bow.

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