0.5 Chronomancer Feels Worse Despite the “Buffs”
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In 0.4, Chronomancer was weak, but the class felt complete.
Back then: * Blink could save your life * Time Stop could control bosses * Hourglass gave burst damage * Circularity helped sustain DPS The class might not have been top tier, but its toolkit worked together naturally. Now in 0.5, it feels like the core identity of the class has been split apart. Before, these mechanics felt like optional tools that worked together. Now, all the important mechanics are locked behind Ascendancy points. If I want: * Blink for survival * Time Stop for boss control * Circularity for damage consistency I have to spend Ascendancy points just to rebuild what the class already had before. The result is: * Every choice forces you to give up another important mechanic * There are not enough points * Damage feels average * Survivability does not feel meaningful The new delayed damage mechanic sounds strong in theory, but in actual gameplay many bosses and endgame encounters still kill you instantly anyway. In 0.4 the class was weak but functional. In 0.5 it feels stronger on paper, but less complete in actual gameplay. Last bumped on May 21, 2026, 11:03:51 PM
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