The end of cwdt and enduring cry

I'm hoping they're going to do some major shifts in the fundamental game balance along side these changes. If not, well I'd probably try a build that doesn't care about endurance charges, like maybe Lightning Coil (or even Cloak of Flame if I'm doing proliferation) + Taste of Hate. Maybe even try a perma-flask build if they don't change Surgeon's or crit (lol).

I'm certainly not going to bother self-casting utility skills, not if the game still treats them like regular spells/attacks with cast/attack time with the game engine's lack of action queuing and "phantom skill activations" due to minor sync issues. One-button builds go!
IGN: Ikimashouka, Tsukiyattekudasai, DontCallMeMrFroyo
^The problem is IC :)

Cwdt is irrelevant in this equation. It automates something that players will simply self-cast for longer duration's if you remove it. That's how good it is :p.

Full immunity to a deadly damage type with the opportunity cost of a single gem slot is a no brainer.

Imagine it had a different effect, like 1000% MORE armor. Suddenly you put more opportunity cost on it while still being extremely strong for the people using it/investing in its opportunity cost.

And suddenly evasion get's wrecked by physical spells/reflect since they have 0 armor to start with :p.

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
"
Boem a écrit :
^The problem is IC :)

Cwdt is irrelevant in this equation. It automates something that players will simply self-cast for longer duration's if you remove it. That's how good it is :p.

Full immunity to a deadly damage type with the opportunity cost of a single gem slot is a no brainer.

Imagine it had a different effect, like 1000% MORE armor. Suddenly you put more opportunity cost on it while still being extremely strong for the people using it/investing in its opportunity cost.

And suddenly evasion get's wrecked by physical spells/reflect since they have 0 armor to start with :p.

Peace,

-Boem-



I really do hope they change IC's mechanics. But more importantly, I really really hope they drastically change the game's damage scaling and spike damage problem along side changing IC. I feel like a lot of this game's worst spike damage offenders were balanced under the assumption that most players utilize IC to not die all the time, either by selfcasting before each pack or as a way to turn the certainly-lethal damage a blue pack of leapers can do into "just enough damage to trigger CwDT".

Take that away and we're back where we were before 1.0, where the passive tree was really all about "how to get the best defense" and damage nodes were either in the way or outright ignored.
IGN: Ikimashouka, Tsukiyattekudasai, DontCallMeMrFroyo
Dernière édition par gilrad#6851, le 18 févr. 2015 à 09:44:36
Its just an idea, and Ill defend that WITHOUT OTHER CHANGES its idiotic.
The real problem is IC and the badly balanced phys game, if that is all they end up doing melee (and "melee" spells) will be oh-so overjoyed.
By removing spell echo ability to link with it you also effectivelly kill burning discharger, possibly the only actual effective self-cast discharge build available.

So yeah, I think its stupid as it is, but time will tell how they will do it.
I think EC is just ending as a scapegoat for a bigger problem.
Oblivious
Dernière édition par Disrupted#3096, le 18 févr. 2015 à 10:51:23
I don't like cries sharing a cool down because for melee enduring cry is practically mandatory. So it seems that GGG is just making war cries for other builds and pretending they are for melee. :D

But, not going to whine until patch notes and personal testing. AND THEN I WILL TURN INTO A SCREAMING CHILD!!!
"
BackwoodsS a écrit :
I don't like cries sharing a cool down because for melee enduring cry is practically mandatory. So it seems that GGG is just making war cries for other builds and pretending they are for melee. :D

But, not going to whine until patch notes and personal testing. AND THEN I WILL TURN INTO A SCREAMING CHILD!!!
What if...

Cry cooldown: Lasts 2 seconds. In that period, spells cant be cast.
ZiggyD is the Labyrinth of streamers, some like it, some dont, but GGG will make sure to push it down ur throat to make you like it
RIP R-R-R mirror gear.
"
Sexcalibure a écrit :
[what if]

Cry cooldown: Lasts 2 seconds. In that period, spells cant be cast.


Oh gawd the rage! (I have a good pic for this if I wasn't on my phone, maybe i'll update). I think I am just going for the nostalgia of my BO barb with whatever my opinion is. So like, war cries should effect group and last for like 7 minutes or something. One for like phys mitigation, one for life, and what the heck one for res with a little overcap :D

Edit: the forums reaction if suggestion came true

Spoiler
Dernière édition par BackwoodsS#0171, le 18 févr. 2015 à 17:19:53
...
Dernière édition par grijnskat#6138, le 18 févr. 2015 à 15:05:45
Hmmm, that suggestion of IC increasing armour is actually not a bad one. Have it scale from like 10% MORE armour per endurance charge at lvl 1, up to 100% MORE armour per endurance charge at lvl 20. And then have the quality on the gem be something like 5% MORE life regeneration per 1% quality, rather than increasing the duration. Have the duration be fixed to say 5 seconds rather than tying in to the number of charges and the quality, that way it is easier to balance (obviously still affected by inc duration gem and passives).

This way the gem requires investment into armour and maybe life regen for it to provide substantial benefits, but those benefits are very real if you do. Then CWDT+IC would be much less prevalent, but it would be a good buff for armour users when needed.

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