Utility Flasks for Ascendancy
Any chance we'll get an updated appearance for life/mana flasks to be able to visually distinguish Colossal/Sacred/Hallowed from Greater/Grand/Giant?
It would be really useful! | |
Looks interesting. Can't wait to test them.
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" I suggest getting a few primal skull talismans just in case, if talisman makes it into the core game, (and we assume it will) the bonus may still get nerfed. Wish the armchair developers would go back to developing armchairs.
◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► | |
+1hype
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I think it's time to go on courses piano or guitar, if you know what I mean.
Now CWDT and Herald will not get off. Hype is real. |
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Great! GG GGG!
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While we're at it can you make the flasks more unique in art? (Notably the liquid)
For example (rough edit): Based on the new and old flasks: Every resistance flask would have a blue liquid, this includes: Bismuth, Sapphire, Topaz, Ruby, Amethyst Every other flask that interacts with armour/evasion rating/defenses in general would be greyish/whiteish, this includes: Jade, Granite, Stibnite, Basalt, Quartz Pure utility flasks would stay green. This includes: Aquamarine, Sulphur, Silver, Quicksilver, Diamond I just feel like a little more distinction in flask art and symbolise what and how they would interact with your character would be nice other than just the symbols. | |
" Ah crap, bad news, having to stack purity auras, legacy Safell Frame was already a huge investment and now I need to also invest in flask effect, both passively and rolled as an affix damn this hits hard for almost all my characters I used: ruby - increased charges gained + curse immunity sapphire - increased charges gained + freeze immunity topaz - increased charges gained + shock immunity amethyst - increased charges gained + bleed immunity granite - increased charges gained + increased armour now, I will have to go for "increased effect/reduced duration" instead of increased charges gained and that will mean way less survivability Has I though, we don't get more powerful, we get more choices, meaning more hard decisions, damn | |
I am in total agreement with most everyone else on here:
There is no point in nerf'ing flasks and adding an increased effect mod/passives. This crap gets done regularly throughout the game and it's so passed old it's not even funny anymore. Last edited by Dos_Fafner on Feb 3, 2016, 6:42:29 AM
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yeah nice but flasks are just skills called flasks. I dislike the whole concept. Why not make them skills or place them on the skilltree.
“Human decency is not derived from religion. It precedes it.”
― Christopher Hitchens My QoL List: https://www.pathofexile.com/forum/view-thread/3279646 |
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