1.0.1 Patch Notes

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Powerturnip wrote:
Why would you get a full respec for building around a skill that everyone knew would inevitably be nerfed?


Everyone except the developers?

That bodes well for GGG.

Or do you imply they released it, along with a BotW and all along intended to nerf it?

That bodes even worse.


Which one, huh?
Casually casual.

Man cast on damage taken wasn't op why the nerf
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Powerturnip wrote:
@madtowndave

The way I read it only the level requirement matters, if all of your gems have a level requirement equal to or lower than the CoDT gem they will be cast.


It is the same at higher gem levels. I checked molten shell, enduring cry and flammability. To cast them at lvl 20 I need a level 20 cast on damage taken.

Sure, I can use lower level gems with CoDT, but who would seriously do that? Power is more important than getting something cast for free.

My conclusion: I will stop using my CoDT gems, with one exception.
lvl 20 Cast on damage taken + lvl 20 immortal call + lvl 20 increased duration
Only thing it is good for now.

It is unfortunate that this cool gem goes from fun to almost useless with this patch.


Last edited by Mr_Mustasch#5043 on Nov 12, 2013, 12:41:09 PM
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grant_m wrote:
Good stuff, Chris!

It'll be a fun challenge trying to come up with effective uses for CODT instead of the previous "easy mode" state it was in. Anyone with a lick of common sense knew it would be changed, so tough luck for those who based their build around its broken function.

Time to man up & adapt, folks.



If your definition of manning up is to get back to recasting 3 boring/noninteractive spells each time you engage big pack than there is something weird in the air, the only reason they nerfed CoDT is because some shifty stramers abused it with dmging spells. This gem was designed for the very purpose of "automating" boring task of casting some supportive spells as it was shown in the BOTW spotlight, and you know it.
We failed once, We failed twice, We must fail again!

WE'll b@ng ok?
Wooh! I knew holding off on buying the gem was a good plan.
My humble opinion, i hope someone reads this.

WHY CAST ON DAMAGE IS SO POPULAR?
CodT: made a lot of builds viable and bringed up to life a lot of shit skills like molten shell, many defensive totems, and so on. Made some mechanics like casting curses a lot more fun.


WHY NOBODY USES OTHER NEW TRIGGER SUPPORT GEMS?
Cuz they suck, they all requiere 3 slot at least, 1 slot for the trigger (lets say a mele skill like reave), 1 slot for the gem itself, and 1 slot for the triggered spell (for example fireball).

If you make other trigger support gems more viable people will have options.

Cast on crit
For example, if you make cast on crit to apply like cast on damage taken, whenever you deal a critical strike with a skill (not necesarelly linked to the gem) you have a small (10% for example) chance to trigger the spell linked to the gem, then people can really choose whatever fits better.

Cast when stunned
This is pretty much like damage taken, but you need to get stunned. If you are a ES CI build, you just destroy your chayula, get a fucking godly ammy, and start to eat tons of stun. But that is a big risk cuz you will sometimes die cuz of this and the chance of triggering is bad for this gem, Mb improve the chance to trigger.

Cast on evade/block
New thing, so you dont have to actually lose hp and this would be a buff to EV builds. Small chance of cource, cuz you can evade/block like a mothafuka.

You can add like 3 sec cd between procs of all of this support gems if you feel they are super op.

Multicast
multistrike version for rangers and spellcasters. Nothing to do with anything, but giving more options is the only way to make more variety of builds without pissing everyone.

Auras opinion:
They way it is now, you can run 2 auras, running more auras is bad idea and takes a lot of talents or items. You have to choose defensive ones if you dont want to die, and each aura is extremely op now. When you solo play you get nerfed cuz having only defensive auras makes your dps trash. When you go on party is the opposite, a non retarded party can easily get all or almost all auras running making the map runs super easy.
Bring the old auras back, this will do 2 things, aura based builds will still be possible,(the gap between solo and party would be reduced), but this also takes slots away for this fucking op triggers gems that everyone is using, so you will have to choose betwen a "triggerer" or a "auradin".

I think this is more the way to go, i not sure this is all super accurated but i hope they consider this post.
IGN: kjksdajk
Last edited by kjhgfdsa#6971 on Nov 12, 2013, 12:49:30 PM

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If your definition of manning up is to get back to recasting 3 boring/noninteractive spells each time you engage big pack than there is something weird in the air



This I just did some test runs with an 82 marauder 2h ground slammer... I will no longer be playing this I may reroll or just play the races. Recasting this trash every 5 secs is painful!!!
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NihilSustinet wrote:
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Frozen_Beans wrote:

so to use a lavel 1 Molten Shell with CWDT you need a level 2 CWDT.
For a level 17 MS (requires lvl 62) you need a lvl 17 CWDT (requires lvl 63). Sounds like a great fix. Time to level your CWDT instead of abusing its level progression.


great post. someone who doesnt even understand how the gem works, or how it will work, says it's a good fix. don't post about things you know absolutely nothing about

Funny thing is, I have a level 17 Molten Shell linked to a level 17 CWDT (because unlike you, I realized that this gem is going to be great for my build, even when it gets inevitably nerfed). And it works just fine after I have taken 2520 damage my (level 17) Molten Shell and my (level 17) Enduring Cry and my (level 17) Rejuvenation Totem all trigger.

So get your "facts" straight before you reply.
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fleshreaverpl wrote:
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grant_m wrote:
Good stuff, Chris!

It'll be a fun challenge trying to come up with effective uses for CODT instead of the previous "easy mode" state it was in. Anyone with a lick of common sense knew it would be changed, so tough luck for those who based their build around its broken function.

Time to man up & adapt, folks.



If your definition of manning up is to get back to recasting 3 boring/noninteractive spells each time you engage big pack than there is something weird in the air, the only reason they nerfed CoDT is because some shifty stramers abused it with dmging spells. This gem was designed for the very purpose of "automating" boring task of casting some supportive spells as it was shown in the BOTW spotlight, and you know it.


In the current state, it automates tasks that would never have been done before, at full power. For example, few builds previously, at least in standard, would cast enduring cry and molten shell before every fight. Even in hardcore there aren't many that would do molten shell. But in the previous iteration, one would get the full effects for nothing. Now, one can still do the same things, they just won't be quite as powerful as casting normally.

IGN: Victario
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fleshreaverpl wrote:
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grant_m wrote:
Good stuff, Chris!

It'll be a fun challenge trying to come up with effective uses for CODT instead of the previous "easy mode" state it was in. Anyone with a lick of common sense knew it would be changed, so tough luck for those who based their build around its broken function.

Time to man up & adapt, folks.



If your definition of manning up is to get back to recasting 3 boring/noninteractive spells each time you engage big pack than there is something weird in the air, the only reason they nerfed CoDT is because some shifty stramers abused it with dmging spells. This gem was designed for the very purpose of "automating" boring task of casting some supportive spells as it was shown in the BOTW spotlight, and you know it.


The original approach didn't work out for obvious reasons, so they'll get back to the drawing board and come up with something else. This is an ever evolving game, so getting tits up in a knot about ever happening changes is ridiculous.

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