I am once again asking for spells to be revisited

I had the same experience. I mainly play casters and when I started I made 3 casters one fire one lightning one cold. I leveled them up using the same passive tree points and traded the same gear between them (Except staves but I made sure their + to skills was always the same), so I could compare.

Lightning - this was probably the most consistent through out the campaign. Thing is I didn't really like lightning last season. It's the most boring to play. you're stuck standing in skill circles spamming one skill. Arc still feels like a downgrade of spark. Lightning is the only one though that seemed to keep up dps wise with my lightning arrow and ice strike characters when doing the trial of the ancients it kills the regen mobs very quickly.

Fire - I really enjoyed fire last season but they removed my favorite skill living bomb. This skill was great for throwing on back line ranged units. I don't dislike the new skill , I just don't understand why they couldn't just keep both. Fire starts off weak but is still playable and gets better fairly quick. The problem I have is the overall dps stays mediocre and it struggled against boss mobs. It is the only character I have played that cannot defeat the first regen mob in trials of the ancient. I have switched skills , support gems ect and the dps is just not there. Firstorm and fireball are a complete joke even when infused. The only decent dps skill is flameblast but it's on a long cooldown timer, and is channeled and interrupted a lot. Oddly enough this is the only character I actually use the infusions on, even the spirit gem skill to help get more of them, and the dps sucks. This character is still stuck there.

Cold - Complete garbage early on. Frost bomb and cold snap were nerfed so bad I didn't even want to use them anymore. I actually switched this character to lighting in act 1. I then tried again the beginning of act 3 and no it was still horrible. Tried again at 45 and then I could at least play once I had ice comet but like lightning it became boring as I was mainly just using one skill all the time, unlike last season when I was using a full range of skills. The one positive I had in all this was eye of winter. I didn't like the skill last season. I'm not sure if it's changes to the skill of just changes to support gems but it felt a lot better. Trial of the ancients did not go as smoothly as lightning but I was able to do it.

The one thing that stands out to me as opposed to last season is this class is just not as fun to play. Trying to use the infusions is annoying and even when you do use them the payoff isn't there. I'd really just like to see them go away. So we are not forced to play a certain way and have more freedom to use the skills we like , and FFS put frost bomb and cold snap back the way they were. =p
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Gilcroix#3433 a écrit :
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I basically agree 100% here. I only played a single Sorc this season - going through all three elements - becaulse it simply felt terrible to play.

Having little incentive to play lightning which seems to be the general game meta, I started with cold, which was absolutely horrendous. Nothing like 0.1 where you could at least play the 'many buttons engaging combat' for as long as you could take it (because completing the campaign that way would take like 60+ hours :).

I switched to lightning for a bit, but it was as worn-out as I had expected, so I turned to fire, cautiously excited since I wanted to test Blackflame Covenant. Which was nice, I guess, but as soon as I finished the campaign I shelved the character. I hate that everything fire-related takes at least two business days to complete.

The disconnect between the molasses on the player side and the adrenaline-stuffed zerg on the monster side just doesn't cut it for me.
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Evilsmiter#8011 a écrit :
I think the remnants/infusion mini game is fine. They're optional for those who like to make combos with many different skills.(I like that style)
Sorc is plenty powerful, just get a decent + to levels weapon.

Agree that the spawning of the remnants in the middle of monster packs or right on top of bosses is less than ideal. I wish they spawned at your own location or jumped to you instead of us having to pick them up in the middle of monster packs. And indeed they are very hard to see when there's lots of stuff on the screen... Though I do like how they make us think of making combos for extra powerful effects.


They really aren't optional at all for most spells.

They literally designed Firestorm so that it requires all 3 Infusions to be worth casting. Fire Infusion actually makes the spell worse while the other 2 add enough bolts to make it worth casting.

Before this patch I also had to run the +100% range support on every skill that made Infusions or constantly miss them. So most spells were actually 4 supports not 5. You either play a single element with 3 skills total due to the other options requiring other Infusions types or you go Omni.

This system should be made fun of and shunned until whoever pitched it backs off.
"Never trust floating women." -Officer Kirac
My main problem is that they try to force you to play different elements because of infusions, and then they force you to use specific spells to get infusions as well, so you will pretty much always end up with the same spells as someone else as long as you want to play even remotely optimally. I played fire, cold and lightning but of all of those, only lightning was really viable when used as pure element.

End game it's whatever since you can just scale gear so high that it doesn't matter what you choose, anything will kill

But many spells need to get reworked, and we also need a way to make them not suck when using pure element, and also not constricted to "if I don't play living bomb on my pure fire, then I just can't play fireball"

Take firestorm as example

Without fire infusion it's so bad that monsters sometimes just walk through it because you *have* to run magnified area since the area is so small, but by increasing the radius with magnified area you also increase the spread of the droplets. So, you're essentially never casting it without infusion. Fine, let's just accept that

Fire infusion gives it 200% of the droplets frequency and increases the radius from small even with magnified area to alright. Good stuff, it becomes usable, except you could just blow up the entire screen by infusing fireball instead of doing that for a skill that covers a corner and is a dot

If you're feeding it 3 infusions, then you're setting up for something that should be doing that damage to begin with and is still worse than firestorm + feeding those infusions to something else instead

For big bosses, yea, it's not bad, but that's about it

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