Chilled Ground is still bad.

dont listen to those who will tell you "this is fine" or "there already a solution just skill/equip"

This isn't a 66% reduction. No chance at all. The screen is still way more Chilled Ground than normal ground in any map played so far.
Came here to say the same thing but thankfully there already is a topic. The situation with chilled ground is still very bad. Especially for meelee characters and even with a silver charm.
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Kestrel0x01#8441 a écrit :
Also now we're forced to run waystones with 6 modifiers in order to use 3x tablets. The chances that a 6 modifier waystone has chilled/ignited ground is very high.


No ones forces you, only you and your probable OCD.
Tech guy
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Warrax#2850 a écrit :
"
Kestrel0x01#8441 a écrit :
Also now we're forced to run waystones with 6 modifiers in order to use 3x tablets. The chances that a 6 modifier waystone has chilled/ignited ground is very high.


No ones forces you, only you and your probable OCD.


How do you run 3x tablets without 6 modifiers?
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Shmaizer#7041 a écrit :
You don't understand, they said they nerfed the size of the patches, so now the game just generates even more patches with a smaller size. Should've read the fine print.


This gave me a chuckle 😂
I think the update on the chilled ground didn't take effect. Not sure if anyone can confirm burning ground/shocked ground is the same?
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Grubi4504#4960 a écrit :
There is a hard counter to chill, it's a talent called crystalized immunities. I suppose you're using the legendary helm so you're pathing towards surround nodes anyway, so you just need to take some useless skills to fill them up with support gems and swap out one gem to get a majority for freeze/burning/shocked ground depending on the map.

(It's at the bottom of the tree, just right of the star shape)


That's not really what I meant. I said "without big changes to the skill tree".

Even if I anoint this notable it won't work. I have 22 green support gems and 6 blue. I'd have to make huge changes to my build just to deal with this one modifier.

Think about how curses work. It's a much better system. I'm talking about Enfeeble and Temporal Chains.

Curses can be easily managed in two ways:

1) Using 2x Rune of Warding on a chest piece. 80% reduction in curses pretty much makes it a non-issue. Enfeeble is only a -6% reduction for example. I could also use the Darkness Enthroned belt with 90%+ increased effect of socketed items.

2) Just avoid the curse circles. Even if I don't have any curse protection I can just play in a way that avoids getting hit by the circles. This is what I did before I figured out Rune of Warding.

Both of those counters are really good. They don't require massive build/tree changes. One of them just requires a tradeoff (Rune of Warding) and the other requires player skill. Both are fine.

Chilled Ground is not like that at all. If they gave me a Rune that negated Chill effects (like curses) then I'd be running Chilled Ground maps all day without complaining about it.
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Mashgesture#2912 a écrit :
First off a rhoa dead eye character



Second

Silver charm
Duration/ reduced charges used

Cheap


Third

You have a silver charm


Fourth

What’s the issue here? You play a meta off screen giga fast build that has silver charm up 100% of the time ?


Do you think a silver charm can last the entire map...?
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Polantaris#1920 a écrit :
"
Mashgesture#2912 a écrit :
First off a rhoa dead eye character



Second

Silver charm
Duration/ reduced charges used

Cheap


Third

You have a silver charm


Fourth

What’s the issue here? You play a meta off screen giga fast build that has silver charm up 100% of the time ?


Do you think a silver charm can last the entire map...?


you asking a player that completes a map in < 3min, possibly < 1min with recent changes

this charm still 'solving' this 'mechanic' is a clear statement of how this game is meant to be played. it might be 'methodical' but it sure ain't 'slow' in any possible meaning of this word
"
Kestrel0x01#8441 a écrit :
"
Grubi4504#4960 a écrit :
There is a hard counter to chill, it's a talent called crystalized immunities. I suppose you're using the legendary helm so you're pathing towards surround nodes anyway, so you just need to take some useless skills to fill them up with support gems and swap out one gem to get a majority for freeze/burning/shocked ground depending on the map.

(It's at the bottom of the tree, just right of the star shape)


That's not really what I meant. I said "without big changes to the skill tree".

Even if I anoint this notable it won't work. I have 22 green support gems and 6 blue. I'd have to make huge changes to my build just to deal with this one modifier.

Think about how curses work. It's a much better system. I'm talking about Enfeeble and Temporal Chains.

Curses can be easily managed in two ways:

1) Using 2x Rune of Warding on a chest piece. 80% reduction in curses pretty much makes it a non-issue. Enfeeble is only a -6% reduction for example. I could also use the Darkness Enthroned belt with 90%+ increased effect of socketed items.

2) Just avoid the curse circles. Even if I don't have any curse protection I can just play in a way that avoids getting hit by the circles. This is what I did before I figured out Rune of Warding.

Both of those counters are really good. They don't require massive build/tree changes. One of them just requires a tradeoff (Rune of Warding) and the other requires player skill. Both are fine.

Chilled Ground is not like that at all. If they gave me a Rune that negated Chill effects (like curses) then I'd be running Chilled Ground maps all day without complaining about it.



There is the ' Dream Fragments Sapphire Ring' which grants you:
You Cannot Be Chilled Or Frozen effect, I use it on my Monk specifically because I hated chilled ground, no changes to passive trees or runes socketed, sure I lose some modifiers on a potential ring but eh, that's not too big a deal my build still clears fine

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