Utility Flasks for Ascendancy

not liking the mas res idea but the new flasks and the new unique flasks were much needed...spell block and dodge summoner ftw...would like to see a unholy might flask though...come on ggg...and why nerf quicksilver...imo this is pointless... let those whirling blade spammers take a shot in the mouth instead of a global nerf
Last edited by Lamborghini118#3164 on Feb 3, 2016, 7:28:18 PM
game should be balanced around like 40-60res or something

cause res is lame as fuck
should be a bonus not a REQUIREMENT

and as a spell caster enemy res is bullshit



no legacy of normals .. and then legacy of crap unique flasks
- lame as fuck
Last edited by CaoMengde#7666 on Feb 3, 2016, 8:24:35 PM
resists are lame as fuck...
This. Is. Huge.
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robertafermina wrote:
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Seems to me like everything's ba-roke.
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1453R wrote:
Maybe some of that will offset resistance flasks taking a hit?
No. Just because this has never happened before.
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StormerVirus wrote:
Well, resistnace flask with 10% max res. will become legacy?
If flasks could roll different values, like 9-11% then it probably would have been so. But this is one modifier with fixed value, they will just change it in one place and it will apply to all existing flasks :\
And worst change is putting almost all bosses in new version of maps into fucking small areas, where you can't kite well or dodge stuff. What a terrible idiot invented that I want say to him: dude flick you, seriously flick you very much.
how to get some comments from GGG? about flask nerf situation?
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GGG_Neon wrote:

We've added new mods that can be rolled on Flasks:
  • Increased Duration (Utility Flasks)
  • Increased Effect, Reduced Duration (Utility Flasks)
  • Poison Removal and Immunity (All Flasks)
  • Reduced number of Charged Used (All Flasks)

Really liking these new mods. Is the reduced charge usage mutually exclusive with increased charges?

"
GGG_Neon wrote:

We've made some balance changes to existing Utility Flasks:
  • Resistance Flasks have been reduced to +6% maximum resistance. (It's getting easier to dramatically increase maximum resistances, so this change is designed to partially counteract the new tools such as the Flask Effect mod and new Ascendancy options.)
  • Quartz Flask now provides Dodge and Spell Dodge, as well as Phasing.
  • The duration, charge requirements and maximum charges on many existing utility flasks have been updated. In general, they're now easier to use, but there have been specific balance changes in some cases. For example, Quicksilver Flasks now have a slightly shorter duration (until you boost it with the new mod or an Ascendancy passive skill).

I'm going to love the new Quartz Flask as long as it grants 10% or more. Any less will feel like pointless extra text. For the rebalancing, I'll just have to wait and see.

"
GGG_Neon wrote:

Ascendancy introduces new base types of Utility Flasks:
  • Basalt Flask: Grants additional physical damage reduction.
  • Aquamarine Flask: Grants additional chance to avoid cold damage and creates chilled ground on use.
  • Stibnite Flask: Grants increased evasion and creates smoke clouds on use.
  • Sulphur Flask: Grants increased damage and creates consecrated ground on use.
  • Silver Flask: Grants Onslaught.
  • Bismuth Flask: Grants elemental resistances.

Interesting mix.
  • Basalt Flask: Percent or flat? Possibly an interesting alternative or complement to Granite Flasks.
  • Aquamarine Flask: Honestly I'll probably use this as much as I use resistance flasks (which is never), but I have to ask - where are the fire/lightning/chaos versions?
  • Stibnite Flask: At first glance this seems strictly better than Jade Flask.
  • Sulphur Flask: Seems good. At minimum it's a damage boost for non-crit characters, since crit gets Diamond Flasks.
  • Silver Flask: After all this time, I still don't know what Onslaught does. Go ahead and laugh.
  • Bismuth Flask: This is a resistance flask I can see myself using if I'm not resist capped. The single-resist ones always felt too clunky to me because I'm not willing to swap them out constantly depending on where I am.
Really disappointed by the resistances flask nerf :(

As for the remaining, it is OK, but in my opinion, it'll only make flasks harder to craft correctly. Moreover, I don't really see how we will counterbalance this. If you have 2 or 3 resistance flasks, you'll have to craft flask effect on both of them and that means no staunching, heat or such, so no choice remaining for the other flasks. That'll also means that legacy surgeon's flask won't be able to have this :( And finally, the only Ascendancy class that could counterbalance this nerf is the Ranger's Pathfinder, which will be highly overpowered...
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Last edited by wichtounet#5087 on Feb 5, 2016, 7:17:15 AM
Dear GGG can you ask devs to take a look on Resolute Technique node Melee builds?
What i mean: maybe you can add to the game few more support gems for NON crit melee physical build, also sum up some vision of defense while playing melee and add much more strong defense for being melee, add some more aoe or auto targeting system so melee don't attack air, add lots of high fast movement speed node.

Just to seeing such bad designed sub-class for marauder and duelist make only depression, special after we take a look on other class and their sub-classes with absolutely broken OP stuff that already make broken gems even more broken and cake walking.

Not ask for impossible, but maybe you can make melee RT same lvl cake walking as CoC, Mjolner RF, Ranged TS, poison trap, etc?
Or make all of there build same lvl shit trash as melee RT?

Anything fine by me, so chose wisely.

Thanks a lot.
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