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They should be back up in approximately .Balance Changes to Chill, Shock, and Charges
"You get max 4% increase damage from shock on bosses of course if you lucky to even shock. It's not worth it at all. | |
Still dislike grand spectrum changes
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" When you can't figure out to balance a certain item well then remove it's identity. Grand Garbage. Dys an sohm Rohs an kyn Sahl djahs afah Mah morn narr Last edited by Coconutdoggy on Aug 1, 2017, 6:30:53 PM
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" It was a little cheeky of them to put all the Split Arrow MTX on sale, then remove the jewel the following day. | |
" Why is it bad that everyone can benefit a bit from all charges? And what's the point of Conduit, if you have no advantage from at least 2 charge types? If the bonuses are too strong, why not decrease all of them instead of cutting e.g. spellcaster benefit out of frenzy charges? How about some kind of quest at whose end you can chose from some options of what bonus a charge will give to you? |
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" decrease the bonuses charges status is a very bad idea. Decreasing it would means any build that use charges would be forced to take it all and it costs at least 6 skill points, its mostly allocated after end-game and sometimes isn't that easy to take it all, specially if u needing life/ES and specially if u play HC ( like me ). endurance/frenzy/power charges are just one thing so it should be exactly the same thing to everybody, I don't think "choose" what status you want for each charge is a viable option as well. It would be a real mess xD My end, it justifies my means, All I ever do is delay, My every attempt to evade, The end of the road And my end.... Last edited by imLuCaSsS on Aug 1, 2017, 7:08:17 PM
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" You're forgetting another reason they have for making this change - imo, the chief one: conditionals. There's already a fair number of things in the game that do something when you do something to a chilled / frozen / shocked enemy. But with bosses those things basically never apply - now they will. And it's likely there's more of those things to come. So it's not just about the amount of damage / slow we get, but rather about builds that build off of chilling, freezing or shocking enemies for benefits other than the default use of those ailments. | |
#keepchargesneutral
" Yeah, what about the classes that ride the lines between the charge centers? (scion, shadow, duelist, and templar)? You want to cut them out of half of their accessible piece of the pie, simply depending on whether they go with a spell or an attack? (power charges should offer a smaller "more" bonus, but on all damage rather than just spells, imo. Felt this way since forever) Quoting Saltychipmunk: ...I look at the new act 5 boss where you have to hide behind the statues to survive the bullet hell and all I can think is... how the fuck are zombies going to survive that? They don't know what hiding is... they don't know what dodging is... they are morons. Last edited by joachimbond on Aug 1, 2017, 7:15:01 PM
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" this whole thing made me laugh, i very much enjoy your style! |
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I'm fairly satisfied with the changes to shock/chill. You'll benefit from a chilled/shocked enemy for things like Hypothermia etc.
Spoiler
Correct me if I'm wrong but if there's no minimum threshold to apply shock then every hit is going to deal more damage than the last. So, assuming you have a high enough chance to shock and/or increased shock duration you're just going to keep dealing more and more damage as the hits (and therefore the shock effect) keep getting bigger.
You don't need to outright deal 10% of a monster's health to apply a max effect shock (which you wouldn't need if you could deal such damage) but instead you slowly increase your damage. I did some maths and found that if your first hit deals 0.2% of a monster's health you'd need about 100 hits to kill it as opposed to 500 without shocking it. Pretty effective! Same rule applies to chill although it doesn't increase your damage obviously. EDIT: I was wrong :) As regards frenzy/power charges, I read posts here and there and I think that 2% more damage on power and frenzy charges should do the trick. It should provide enough incentive to use these charges for their specific bonuses (crit and attack/cast speed) as well as the more damage multiplier, without making them too powerful or "reducing build diversity" By the way, I haven't been playing the game for very long so I might not understand the game as well as I think I do. Keep up the good work GGG! Peace, Last edited by szadikk on Aug 1, 2017, 9:31:24 PM
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