How Killing Palm and Devouring should actually work

The problem is with boss fights. We don't get any charges at all during boss fights. Three charges for one boss stun doesn't seem reasonable. Essentially, this is only 3 charges for the entire battle.

If Killing Palm or Devouring don't kill the target THEN THEY SHOULD STILL GIVE CHARGES, BUT GO ON COOLDOWN.
The idea is to use them on the boss. And also make them usable even when they're on cooldown if you're culling a target. This would make this ability variant more convenient on regular mobs.

And then balance as you wish. Let it be 1 charge every 10 seconds, then it will at least be something useful on the boss.

The way it works now is very strange and unintuitive. While fighting normal mobs, you gain a charge every 3 seconds (for example). When you go on a boss, you have 0 charges per second, and Falling Thunder becomes a stub rather than an ability. Why?

There could be an explanation like: "so that you have the task of finding the generation of charges, so that the build can be built." Okay, but can we have a compromise solution? So that at the beginning of the campaign, players aren't harshly punished for choosing skills that require charges?

Why do you give skills that depend on charges so early and then on the boss we get 0 charges? Why do you think 3 charges for stunning the boss is enough? That's only 3 charges for the entire boss fight. Are we supposed to kill the boss with one Falling Thunder? Or is it assumed that we will have 2 sets of skills for regular mobs and for the boss? Where will we find support gems and regular gems to level up 2 sets? Then it makes sense not to take skills with charges at all and develop only 1 set.

In short, a compromise solution - give charges for casting Devouring and Killing Palm on the boss. And to prevent this from being broken, let the abilities go to cooldown if they don’t kill the target.

And then balance the cooldown as you see fit. How many charges per second do you think we should get on the boss? 0 or 3 for the entire battle or is there some adequate amount per second?
Last bumped on Dec 11, 2025, 3:22:58 PM
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smurfme5#6072 wrote:
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If Killing Palm or Devouring don't kill the target THEN THEY SHOULD STILL GIVE CHARGES, BUT GO ON COOLDOWN.


Cool idea.
+1
That is a great idea. Going on cooldown when not killing the target is such an easy fix. And as you said, you can adjust the cd as it fits to make it useful but not op.

+1
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