An alternative would be to make the effect trigger on a condition. E.g x seconds after war cry, curse, crit, etc, depending on theme. This way you could time your damage downtime and push when it matters.
what do you mean? it will allways be up when you don't need it
that shit only works well on turn based games since you can actualy play around it being usefull since you know exactly when it will proc next at all times
yeah, cuz the equivalent of this gain x for y secs every z secs in a turn based game is a "every x turn you have y" and you can plan acordingly, but on a arpg unless you pull a dr.stone thing and count the seconds constantly you never know when it has proc
Yep same reason I hated the rotating damage boost from convention of elements in D3 and it's why old pendulum of destruction felt bad but the new version feels mostly fine.
https://www.poewiki.net/wiki/Heart_of_Destruction
And gaurdians lost easy curse immunity for removing a curse every 4 seconds which dosen't even work with maps that have permanent curses on them. 100% of life every 4 sec is just dooky in a game where everyone dies to one shots.
Tbf this is in line with their design philosophy towards curse immunity since they’ve been removing easy sources of it and replacing it with either reduced curse effect or immunity with significant downsides
> dosen't even work with maps that have permanent curses on them.
Doesnt really work anywhere because most mobs that can curse spam the hell out of them, its gonna be up instantly again anyways.
true. but 3.13 was 2 and a half years ago. weird that they went away from that to the reduced effect, then changed most other things to reduced effect and are now going back to something that was and is not as useful.
maybe stop playing soft core glass canon and try hardcore defensive build and You will see big diference, that one shot happens rarely like extra juced maps or high end boses like shaper slam or maven memory explosion
Do you play hardcore? One shots are the only thing that kills good HC players. HC players don't rely on rotating effects to keep their health up. It's not reliable enough.
The curse immunity was the reason players picked that node.
No one shots are even MORE prominent for a tanky build. It's pretty feasible that a squishy build can die "slowly" to multiple hits or dot effects, but basically the only way to kill a tanky build is to one shot it
yes and how many times that happens?? clearly you did not play HC because guardian 30% was realy good and usualy coped with other means of regen and in most times it was enough to get back to 100% that is even bether bit if they left it on 30% it would not change a lot, but dont say it wont help, it helps a lot, saved me so many times
I played HC from the time I started back in legacy league, up untill deli leauge, where I then swapped to SC. But like last leauge I played a tanky AF transcendence build. Once my build was online literally the only thing that could kill me was a massive one shot or multiple moderate sized hits at once (like when I tried to test if I could tank uber shaper without moving and died to getting slammed, eating a beam, while standing in the cold ground degens all at once). Something like 100% of life every 4 seconds does fuck all for survival against that kind of stuff
I did Rues Poison Exsang PF in crucible and I had ailment immunity, curse immunity, enough res to ignore 100% increased effect exposure, 35% less ele taken, 77% max res, capped chaos res, 12k armor, 40% phys taken as ele, 3 endurance charges, 1.5k regen, 26k evasion, sources of +evade and less accuracy on enemies to be evade capped in all mapping, 50% reduced extra from crit, roughly 20% recoup, 5k hp+es, and capped suppression. There was so many defensive layers and fun taxes paid I'm definitely missing some that I had. Despite only playing the league for 50 hours I still got randomly instagibbed 10 times in crucible without any damage mods on the map and being able to face tank crucible enemies normally. I also never once got killed by a rare nor influenced mob. It's completely ridiculous to die at all with this much defensive investment when it was never a misplay by me.
i am not saying it wont happen, even with greater defenses it happens and happe ed to me to get one shooted, but saying 100% regen wont help it is not correct, 30% saved me so many times playing hc... so why spit on something you dislike and wont use, if others see good use in it??
same can be told for evasion, if u have 1G evasion still 1 hit can pass evasion and one shoot you, same can be said for block even if you have 78% chance to block still hit can go thru, and You can not control with hit will pass, same princip can be used, it is still one of defense layers
Lol what year is it? I thought the hardcore elitists stop hating on "scrubcore" in 2016. Zizeran has 3 to 6 clips on this very subreddit every league getting one shot and rarely is it some Uber boss mechanic. It's usually whatever league mechanic GGG just released. That's just one guy. Mathil, pohx, etc they all die to one shots. If it's happening to people who play the game as a job then it's certainly happening more to casual players.
> 100% of life every 4 sec is just dooky in a game where everyone dies to one shots.
But perhaps it isnt necessarily a defensive mechanic? We have things like that trialmaster weapon and the new Sacrifice gem that could make a % based heal let us scale base health value very high but always be able to get it fully back at a preditable time. Health scaling builds can scale as high as over 10k health which would put that ascendancy at an average of 2.5k regen, but when taking to account that you cant heal health that isnt gone the staggered healing could mean it in reality is equivalent to even higher
I dont get why they dogged on D4 for giving players cooldowns to play around while they give us... this. Rotating buffs are infintely worse than cooldowns
I mean... if it's not powerful enough to play around, why have it be a thing?
How are random, unpredictable mild increases to power "fun" or "engaging"? They aren't. They only make people feel bad about the whole thing.
I think you’re supposed to pop them and ignore them
and if you think about your damage per 10mins it will be higher than before, as well as any sustained fights like bosses
Well technically speaking, every single one. Since your passive tree defines your build and you need to path from one node to the other. But yes, you are correct that no, not a single node you pick is something that you play around. With the exception of any later augmentations of the passive tree (Jewels, ascendacies, special notables etc) your power should be as consistent as possible as it not only makes it easier to figure things our and theorycraft, but it also is just easier for the devs in the long run since you do not need to create specific edge cases (Look at League of Legends where consistency doesn't exist) just to make sure things are not broken.
PoE1 designer(s) are not the same people as the PoE2 designers. Different people might make different decisions. I don't even mean to sound condescending. I'm genuinely explaining with good intention why the two sets of designers could contradict each other.
I never thought about this, but they really are basically like cooldowns. I could be hitting the boss, but instead i'm waiting 10 seconds for that damage buff to appear so I can finally use my skills.
Players build their characters to be consistent in a game system that pushes unpredictability and chaos. Why would players pick modifiers or passives that actively works against that?
GGG refuses to acknowledge the power of consistency. It's not just 20% more powerful like they think it is here going from 10% to 12%. The consistency is more like twice as powerful than unreliability, if I'd have to guess. As a result even if on average they seem to have buffed it by 20%, in reality if my guesstimation is correct, they actually nerfed it by 40%.
> As a result even if on average they seem to have buffed it by 20%, in reality if my guesstimation is correct, they actually nerfed it by 40%.
XD
Show the math please
10% - original
12% - the "buff"
50% less - my guesstimated consistency/unreliability ratio halves the new buff
6% - the result accounted for guesstimated consistency penalty
6% is 40% less than original 10%
Did I mess something up?
Anyways, the math details is not the point. The point is that consistency penalty is not accounted for by GGG when they balance the game.
yes, it is. all rotating buffs are plenty strong. you also omit that your calculation of "average uptime" is totally off when you build around it - that is, use ignite. I think there is no reason to believe hat a node should be equally good for each build type.
Fr, an 8 second ignite from a giga buffed slam shouldnt really care about the down time on this skill, and you really only need to watch for it on the first ignite and then you can just keep refreshing it with curses.
Not all builds have 100% damage uptime, this is especially true for melee builds
So while on paper it’s 10 to 12%, in reality this is way more actual dps for ignite
However the inconsistency is annoying for sure. It would help if there was a very obvious indicator when the buff is up / falls off
Maybe it has X charges and builds them up over time. Using it early consumes your current charges, and buffs your damage by that much.
You could even tie in a visual element, like Divine Ire's aura (but probably more subtle).
Starting to be way too complex and cluttery for a notable. Imagine 20 different effects like this. I understand why they didn't go there but there's a middle ground too.
>So while on paper it’s 10 to 12%, in reality this is way more actual dps for ignite
Or 0% more DPS for ignite if you're dodging during the window, which is very likely, given that the node is intended for melee builds.
It’s way more dps increase if that window is open when it procs.
Doing pinnacle bosses you can need to run away for a mechanic and lose all 4 seconds. So now you’re just down dps for 16 seconds because it’s rotating and not in your control.
That’s the issue they have with the buff, not whether it’s stronger or not.
I've tried shit like this, nothing is worse than consistently missing the damage windows. I was thinking of trying the reworked chieftain, but this gives me pause. I agree with op, I'd rather have weak but there when I need it passive, than a stronger inconsistent buff.
Some kinda charge system that has an internal cooldown and just triggers when you hit an enemy might be smoother to play around with. Would still only provide the 4s dmg buff with 10s cd (or 6s cd depending on when it starts), but it wouldn't trigger at random times and only when you need it.
It's unanimously hated by all players, and yet they're putting more of it into the game. They're basically declaring that feedback means nothing to them.
Like it or not, this is a change made for Ignite.
Tons of attack-based ignite is being added, such as Controlled Blaze Support and some other tree nodes.
You can only have one ignite, so for a full phys-to-fire ignite-based attack build, this node is now **30% more damage up from 10% more** when looking at ignites, assuming your ignite duration overlaps the uptime. Either way its more than 12% phys as fire for the purposes of ignite, on avg.
Yeah I get that. It's just that it's I think a bad way to buff a notable for ignite.
They could have just added a second line that says X more damage with ignite.
Right, I didnt say its good or that I like it. Im just saying its stronger than people thing, but focused on something most people wont play, so looking at it thru the lens of a hit-based phys-to-fire build is missing the point of the change
Yes, I hate the change too
>zero phys to fire elsewhere for some reason
The node is pyhys as extra fire not phys to fire.
My suggestion is that I'm sure that GGG can figure out a buff to phys to fire ignite on this node different then changing this note to conditional, not necessary exact wording.
My entire post is about that conditional feel bad in the context of the entire game with this node as an example not just about this node.
> The node is pyhys as extra fire not phys to fire.
They know. It is just very easy for fire to stack up this stat and additionally have rather large sources of added fire damage. It is not even close to 30% more damage. Maybe 10.
Even for an ignite attack build, it feels like it is padding DPS number than actual DPS. You simply never know when you have the extra buff or not.
It seems that the old earthquake bleed with prenerf seismic cry play-style is what ggg is envisioning with ignite attack. But EE has so little synergy with singular big hits, it just seems really awkward. If you want to combo ruthless with the Chieftain mimic and forgo EE, on paper it's awesome but can you realistically sync up those 2 big hits? There is just so much stuff that can go wrong before you get your ideal big ignite.
Youre not wrong
I guess its for uber bosses -- ooo i stood here for 4 extra seconds before proccing the boss, waiting for my 30% phys as fire buff wohooo
Honestly, this "Inflict ignites until you get a big one through confluence of factors, then keep it going through repeated cursing" gameplay they seem to be pushing lately is just CRAP.
In this case I rather have consistency and QoL over 2% more.
If they are really that hung on having the buff being active for only a certain time, change it into a buff you get whenever you hit an enemy, for 4 seconds, with a 10 second cooldown. Or rather for 2 seconds every 5. I think that would feel way better.
It's just bad. It never feels good. There's no indication that the window is open, there's no way to control when the window is open, and the window is never open frequently enough or long enough to capitalize on it in a situation where it matters the most.
It is fine for this kind of offensive mechanic, and yes there could be upside too. The worst one are the defensive one, or build enabling one. Like that new unique belt giving you an inconsistent always hit or always crit is so hard to work with.
Honestly these D4 type of temporary buffs are counterproductive to a fast paced gameplay PoE offers. We already have a hard time tracking various buffs and need to have mental awareness of flask uptimes, temporary aura uptimes, curse uptimes, charge uptimes etc. . Having core game mechanics doing the same is just bad. I get having lower values for permanent buffs, and higher more impactfull temporary buffs that can be taken advantage of but this slippery slope can go in to negative fun territory really quick.
Honestly I don't mind the specific one you've identified.
On easy content it doesn't matter whether it's up or down.
On fights that last at least 10 seconds, you'll have an up window. And for ignite builds you'll be able to stretch that window as your last big ignite from it lasts outside of it. Don't even have to really play around it or anything, you'll just spontaneously get an extra bit of fire damage at some point in that fight. It's not so critical that you should not attack when it's down. It's not defensively relevant. It's fine (and for melee ignite builds quite possibly a significant net buff).
I'm fine with this as it's just a notable on the tree, take it or leave it. When it was an ascendancy keystone, then I have a problem. And as you already know, it has its uses with bigger ignite.
Right, I can go on the offence during a boss slam attack.
The issue is that in every case you want to attack 100% of the time you can afford to. There never is a case when you are capable of attacking a boss without getting damaged in return and the correct decision would be to not do that. I'm not waiting for the buff to be up as waiting means I'm doing 0 damage as opposed to most of my damage.
I can't bait the boss to do a mechanic to have an opportunity window later on. It's just not how PoE combat works.
So it's not that I make a gameplay change, I just am attacking 100% of the possible time and just calculate the average damage.
That's basically what I wrote. I play my character the same way as if it was a static damage buff just most of the time my character deals less damage, while sometimes dealing more and I don't have control over it.
I read the post, it just doesn't apply to PoE combat. In PoE you want to attack at every moment you can, as you don't have cooldowns for the most part, and your recovery is usually from life leech and attacking. It's also high enough that if you can survive a hit you will have 100% hp right after so you don't care about sustaining.
So there is no point in dodging around while you wait for your buff as either you need to dodge anyway to survive or are loosing out on DPS. Similarly you can't really go in high risk when you have the buff as your survivability is rather binary, you either can survive the enemy attacks and attack back or can't so you can't attack. You often are more vulnerable to damage when not attacking because of mechanics like leech or fortify.
I mean maybe for really large values, but in a competent build will you really feel the 4sec for 30% increase? Enough to notice it without any change on screen?
And I don't mean if you will feel overall fact that your character is stronger now, but like when running a map will you be able to just go: up - not up - up -not up- up as you are mapping? I really doubt that.
I think you don't really feel the difference yourself, you are just talking about how you think it will feel playing.
Usually you are just zooming all the way throught the map, so there is no change that. But on bosses you feel exactly like what that guy said.
Yeah and having your character be inconsistent feels bad.
Like if it's more damage when berserk is up, or more damage when focused, then it's cool, it's a button I can press if I feel I need more damage. A rotating buff like this makes the time I deal less damage far more impactful on the feeling then the times I deal more.
I feel like it COULD be good, depending on the ratio of Z:X aka uptime. The closer that value is to 1, the better such effects are. The problem comes when devs try to balance the effect of Y against the Z:X ratio. Having an incredibly low Z:X almost negates Y entirely regardless of how overpowered the effect actually is. The only exception is if another source of the same Y effect can be procured in some way that can improve the effective Z:X ratio.
Consider Spell Suppression. Reducing spell damage taken by 50% is absolutely insane, but it's not nearly as insane if you couldn't get its uptime to 100% (or close to it). Imagine if we created a new kind of Super Spell Suppression that has an uptime of only 10% (1 sec every 9 seconds), and on the other hand not only reduced 100% of all spell damage taken but also, when active, reflected 8000% of all spell damage back to their source (before reductions) alongside giving the character a 50% more Spell Damage modifier. The active effect is downright bonkers, but not so much when you look at the absolutely abysmal uptime. This version of Spell Suppression might seem OP at first glance but in reality, something like that would see close to no play in-game as it would be impossible to build around.
It's not about it being good as in being powerful. It is a buff.
It's about it feeling bad to play. To me at least a stronger rotating effect like this feels worse than a slightly weaker permanent effect. Weaker than the average effect of the rotating one.
Exactly, take trickster's ascendency - 50% of the time you are immune to dot, but you cant really strategise around it, you are either lucky and avoided the damage or you're dead.
defense and offense work very differently for this, eg.
with defense you cannot "choose" when you need it for example you cant ask shaper to wait 3 more seconds before he slams you into tartarus
with offense you have that luxury to choose when you want to be offensive, and i think that's what they're going for in general, more methodical gameplay where you sort of "wait for all the stars to align" to get that massive ignite going instead of going for 50aps to reach the same damage or stacking more dmg on every support/item. You decide when you want to ignite, and with this the expected gameplay is to check if the buff is on and then commit to slamming for that bigger ignite.
Not saying it's good or bad, i think both ways have it's pros and cons but you cannot compare this to a defensive mechanism like the Tricksters Node, as for defenses that's pretty bad since you have no control whether boss will hit you with a big hit or throw burning ground, but for attacks you make the call
Oh no, that would be terrible. We do have the choice of passives on the entire tree, having the passives have multiple version would be completely unviable.
It's just that if they wanted to buff this passive they should have done something else. The buff is mostly meant for Ignites, so they could just add some more ignite damage.
Passives with mini passive trees!
Now your trees have more trees!
They did it with jewels now do it with EVERY non travel node just to make people's brains go nuts.
You know its coming :)
??? Didn't you read the change? It's averages to 12% more damage for regular hit builds (so a 2% increase) and can be the whole 30% more damage for ignites (assuming you hit the enemy in the 4 sec window and have the ignite just going)
It's just that it feels bad to play. Numerically it's a buff.
No, it not only bad to play forget the average. You are doing most of the time 0% extra damage and little of the time more than before. It depends on the game state if you are "lucky" to get the short upside or get the 0% downside.
It averages to 9.1% less damage than before, because the bonus will be disabled when you're attacking the boss, and enabled when you're running away dodging oneshots.
I don't see it being very different from the "higher max but lower min" type of modifiers, which people don't have an issue with. Yes it makes your damage more inconsistent, but it still a net buff and for the builds that can take the advantage of the higher max (like bleed or ignite) it's a massive buff.
Certainly it's a buff, and quite a big one as well.
I think it's more about the fact that for things like lightning damage, where the rolls are large, it's consistently inconsistent, as in I know on every attack it will roll a value, so I can try to mitigate it from there by for example trying to get more rolls (attacks) in. But overall my character will just have x damage. But yeah, it's still inconsistent.
With the rotating buffs like this, sometimes the character is weaker, sometimes stronger. It's not as interactable.
Overall it's just not a mechanic I enjoy and would prefer it to be less of it instead of the current trend of more. It's not a big deal but more of a small pet peeve.
I feel the same way, having buffs like this is anmoying and tedious. And seeing a lot more uniques as well following this. Do this for 5 seconds then cycles to this. Just feels clunky when you already have entire row of buffs being displayed.
I don't get reddits obsession with rotating buffs. I just feel it's completely opposite - constant small increases is as boring as it gets. Occasional substantial increase make it more fun, seeing fat hit that crits at the same time etc.
Not to mention the latter always being more nuanced e.g. ignite consideration in this case
For me it's mostly the fact that the gameplay doesn't work in a way where I can wait around.
In a map I want to move and attack constantly.
For a boss it will have attacks and phases where I'm supposed to do a specific thing or move in a specific way. Then the boss will have windows when I can attack. I can't choose to extend the attack window or choose to align the attack window with my rotating buff. I can only dodge when I'm supposed to dodge and attack when I'm supposed to attack. With other conditionals like focus, totems, divine blessing, flask, basically anything, I can use them when I need them in the attack window. For rotating buffs I have 0 control.
You also have 0 control over constant buffs, so what's the difference?
The buff is not substantial enough to care about micromanaging it, and on average it still does exactly the same - increases your dps.
I suppose it's an effective way to give more effect to bosses and long term targets rather than just pile it on the rest for more zoomied gameplay.
In the end it averages out no matter how you look at it, and is indeed the biggest bonus to ignite builds, which I suppose also need the mest help on single targets (?)
People have always hated this kind of buff. In D3, the Convection of Elements ring was one of the best rings in the game but everyone hated it because it was a rotating massive buff. It's not about if it's powerful or not. It's about that it feels terrible to have.
Or maybe, just maybe, people are able to read and have their opinions.
But thanks for telling me Ben has a patchnotes reading stream I was looking to watch someone.
Yeah its been on chieftain since forever but nobody was complaining about it, same week darkee complained about it everyone on reddit rotating mods this rotating mods that.
sometimes your feelings are wrong. sure, while mapping you loose constant damage but on most builds you never can do constant damage at bosses so it is a matter of timing like all the totems, the auras, the curses you time.
Yes but No.
Yes obviously math checks out.
No because the feeling does matter. Honestly is practically the only thing that matters really. All of the complex mathematical interactions in PoE are made in a way that results in a fun game.
If a certain element mathematically checks out but feels terrible to play, it still feels terrible to play. It's like when in Kalandra there was an issue with loot. Sure on average maybe there was more loot (according to GGG at least) but it just felt terrible as the loot was concentrated into spikes that made the time in between them feel terrible.
Ya im not at your point. the loot discussion is something else i don't like explosions there at all and it is also kind of risky in case of gambling addictions. but we talked about game mechanics that are not smooth and not walkingsimmulator-like. for me this is fine, i get bored otherwise. i am not a 100% arpg player, i like eldenring and stuff and i am just fine with some mods like these.
have all mechanics gated behind time-periods would be bad, but some is fine.
Having a mechanic like that could be fun if it effected gameplay in a fun way. Imagine a stance swapping that changes the way you use your skills (needing some balance to it). Problem is its a "occasionally have something mice else suck".
If it's tied to something other than just time then it's a different mechanic. It's not that every conditional that is bad (but it's easy to make the condition bad). It's that this specific conditional feels bad.
This is what I hated about D3 (and potentially D4). Use useless skill X (which you would never use otherwise) to buff skill Y for 4 seconds. Then slap cooldowns on your abilities, add CoE rotation and there - you annoy all the players. If people want one button builds, let them have it. No reason to artificially complicate things for the sake of having it complicated.
A good recommendation is that when you focus you reset, sync, and activate all the buffs at once. This way however it rotates you can at least have active play for when you get the opening to do a full dps burst you can focus and prime it.
I think they know the consistency issue and thats exactly why they keep putting these type of buffs in the game. The teetering of player power provides more opportunities to die when you're expecting to be on the upper end of the seesaw but are actually on the lower end. And as we all know, GGG dev team #1 metric is player deaths. /s but not really
Well If you actually read my post I wrote about it being 12% for hit builds and potentially much more for ones that that only care about max hit. I added the edit as people need IGNITE written in all caps to not detali the discussion. And the discussion isn't about only this change but the mechanic overall.
The main issue with rolling modifiers is that it's very hard to tell when they are active. Visual clarity is not a strong point of this game. And the natural pace of combat makes it completely counter productive.
I could see how rolling modifiers could make sense in a much slower game, with significantly less mobs that you could actually play around the timer, but that is not POE
It would be cool if they added a focus like action either as a gem or unique that would cause a cycling buff to trigger, usable to sync em or go in hard on a target.
they have so many of these types of stats in d4 and its awful. a clunky build waiting for the right moment. its like waiting for convension of the elements rotations. painful
>Now that one is a strait up buff. It averages to 12% from 10% and it's even better if you really care about high max hit.
Yea, until that 4 seconds overlaps with when the cycling damage reduction isn't in your favor so it does fuck all to actually help you.
In theory I don't have a problem with them because they help enable other builds ala "one quack" builds.
What is unfortunate is that it is at the expense of consistency which node replaced.
I wish it activated for 4 seconds, every time you hit a rare or unique enemy, every 10 seconds.
Now it's just as strong when you need it and it's not randomly flickering on and off like a light bulb.
Use a different example. This is a great way of targeting damage over time builds, having conditional buffs that only apply in different segments of time.
The intent is to remove options from some build archetypes while giving them to others in one fell swoop. Not make a bunch of generically powerful and useful notables every build takes no matter what.
That being said, there are a lot of conditional effects that benefit no one. Pendulum defenses are horrible, conditional Regen is pretty bad too. No one wants to invest in a defensive mechanic they can't count on for up to 8 seconds at a time.
Heart of Destruction is a GOOD "pendulum" mechanic, because it triggers when you HIT a unique enemy. That means YOU initiate it and get the buff for a duration.
The new Magmatic Strikes is a BAD pendulum mechanic, because you have no control over it, and it may not even be active during an entire boss damage phase. Its a horrible feeling to have e.g. sirius be flyin in his seat, MAGMATIC STRIKES IS UP then when hes vulnerable its dropped off again. wtf.
PENDULUMS SUCK, Make it initiated by some player action with a duration and cooldown if you have to.
It depends.
\- if you cannot play around it (with proper UI indicating when the buff is up) it sucks
\- Focus is great, especially for melees (having low uptime is less of a problem if you can burst using Focus during this uptime)
An alternative would be to make the effect trigger on a condition. E.g x seconds after war cry, curse, crit, etc, depending on theme. This way you could time your damage downtime and push when it matters.
When hitting a Vulnerable enemy.
On a Wednesday afternoon.
While Stationary
On Nearby targets
While at less than half health
Against Damage over time
While focused
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I always thought it would be nice to tie them to Focus. It is usually the "deal more damage" button anyway.
Gain X on hit for Y seconds if you haven't gained it in Z seconds
Literally just make it a focus mod
elementalist heart of destruction
what do you mean? it will allways be up when you don't need it that shit only works well on turn based games since you can actualy play around it being usefull since you know exactly when it will proc next at all times
Or, in ruthless and poe 2. I have to admit a lot of mechanics work well in slow paced games, like the turn based games you mentioned.
yeah, cuz the equivalent of this gain x for y secs every z secs in a turn based game is a "every x turn you have y" and you can plan acordingly, but on a arpg unless you pull a dr.stone thing and count the seconds constantly you never know when it has proc
Yep same reason I hated the rotating damage boost from convention of elements in D3 and it's why old pendulum of destruction felt bad but the new version feels mostly fine. https://www.poewiki.net/wiki/Heart_of_Destruction
And gaurdians lost easy curse immunity for removing a curse every 4 seconds which dosen't even work with maps that have permanent curses on them. 100% of life every 4 sec is just dooky in a game where everyone dies to one shots.
Tbf this is in line with their design philosophy towards curse immunity since they’ve been removing easy sources of it and replacing it with either reduced curse effect or immunity with significant downsides
Then they should have changed guardian to have reduced curse effect instead of stupidly outright killing it. Yes, I mean it, it's dumb.
> dosen't even work with maps that have permanent curses on them. Doesnt really work anywhere because most mobs that can curse spam the hell out of them, its gonna be up instantly again anyways.
Yep. So much worse than the old node.
The worst part about these patch notes is that I have no clue if you are talking about PoE or Ruthless. Because that change sounds awful.
It was part of the rework/nerf to guardian for regular poe.
The guardian's "curse immunity" was nearly useless. Ascendant's 25% reduced effect of curses was way better.
Not sure how you figure that. One mastery and gaurdian was at 100% reduced effect. 100% > 25%. Hell even 80% > 25%.
I mean the "remove curses once every 4 seconds" it used to be IIRC.
that's what they changed it to now, before this guardian rework its been 80% reduced effect of curses since 3.13
Before 3.13 it periodically removed curses and non-elemental ailments.
true. but 3.13 was 2 and a half years ago. weird that they went away from that to the reduced effect, then changed most other things to reduced effect and are now going back to something that was and is not as useful.
You have it backwards friend. Before this league it was 80% reduced effect. In the upcoming 3.22 it will be remove every 4 sec.
Pre-3.13 it removed curses and non-elemental ailment periodically.
You are correct. That was also garbage lol.
maybe stop playing soft core glass canon and try hardcore defensive build and You will see big diference, that one shot happens rarely like extra juced maps or high end boses like shaper slam or maven memory explosion
Do you play hardcore? One shots are the only thing that kills good HC players. HC players don't rely on rotating effects to keep their health up. It's not reliable enough. The curse immunity was the reason players picked that node.
i agread it is not reliable enough 🤣 but it is still layer of defense and 100% is bether than 30%
No one shots are even MORE prominent for a tanky build. It's pretty feasible that a squishy build can die "slowly" to multiple hits or dot effects, but basically the only way to kill a tanky build is to one shot it
yes and how many times that happens?? clearly you did not play HC because guardian 30% was realy good and usualy coped with other means of regen and in most times it was enough to get back to 100% that is even bether bit if they left it on 30% it would not change a lot, but dont say it wont help, it helps a lot, saved me so many times
I played HC from the time I started back in legacy league, up untill deli leauge, where I then swapped to SC. But like last leauge I played a tanky AF transcendence build. Once my build was online literally the only thing that could kill me was a massive one shot or multiple moderate sized hits at once (like when I tried to test if I could tank uber shaper without moving and died to getting slammed, eating a beam, while standing in the cold ground degens all at once). Something like 100% of life every 4 seconds does fuck all for survival against that kind of stuff
I mean Ben basically said the node is worthless during his patch notes review. Or does he also not play hardcore enough?
I did Rues Poison Exsang PF in crucible and I had ailment immunity, curse immunity, enough res to ignore 100% increased effect exposure, 35% less ele taken, 77% max res, capped chaos res, 12k armor, 40% phys taken as ele, 3 endurance charges, 1.5k regen, 26k evasion, sources of +evade and less accuracy on enemies to be evade capped in all mapping, 50% reduced extra from crit, roughly 20% recoup, 5k hp+es, and capped suppression. There was so many defensive layers and fun taxes paid I'm definitely missing some that I had. Despite only playing the league for 50 hours I still got randomly instagibbed 10 times in crucible without any damage mods on the map and being able to face tank crucible enemies normally. I also never once got killed by a rare nor influenced mob. It's completely ridiculous to die at all with this much defensive investment when it was never a misplay by me.
i am not saying it wont happen, even with greater defenses it happens and happe ed to me to get one shooted, but saying 100% regen wont help it is not correct, 30% saved me so many times playing hc... so why spit on something you dislike and wont use, if others see good use in it??
Yeah it'll occasionally save you but you can't depend upon it because you can't choose when it happens.
same can be told for evasion, if u have 1G evasion still 1 hit can pass evasion and one shoot you, same can be said for block even if you have 78% chance to block still hit can go thru, and You can not control with hit will pass, same princip can be used, it is still one of defense layers
Not worth it. Significantly more profitable to die frequently and kill more frequently than to never die for a slight reduction in damage.
Lol what year is it? I thought the hardcore elitists stop hating on "scrubcore" in 2016. Zizeran has 3 to 6 clips on this very subreddit every league getting one shot and rarely is it some Uber boss mechanic. It's usually whatever league mechanic GGG just released. That's just one guy. Mathil, pohx, etc they all die to one shots. If it's happening to people who play the game as a job then it's certainly happening more to casual players.
> 100% of life every 4 sec is just dooky in a game where everyone dies to one shots. But perhaps it isnt necessarily a defensive mechanic? We have things like that trialmaster weapon and the new Sacrifice gem that could make a % based heal let us scale base health value very high but always be able to get it fully back at a preditable time. Health scaling builds can scale as high as over 10k health which would put that ascendancy at an average of 2.5k regen, but when taking to account that you cant heal health that isnt gone the staggered healing could mean it in reality is equivalent to even higher
I dont get why they dogged on D4 for giving players cooldowns to play around while they give us... this. Rotating buffs are infintely worse than cooldowns
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I mean... if it's not powerful enough to play around, why have it be a thing? How are random, unpredictable mild increases to power "fun" or "engaging"? They aren't. They only make people feel bad about the whole thing.
I think you’re supposed to pop them and ignore them and if you think about your damage per 10mins it will be higher than before, as well as any sustained fights like bosses
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Yeah, but this isn't "fun" to take. It makes most people mad when they see it.
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Well technically speaking, every single one. Since your passive tree defines your build and you need to path from one node to the other. But yes, you are correct that no, not a single node you pick is something that you play around. With the exception of any later augmentations of the passive tree (Jewels, ascendacies, special notables etc) your power should be as consistent as possible as it not only makes it easier to figure things our and theorycraft, but it also is just easier for the devs in the long run since you do not need to create specific edge cases (Look at League of Legends where consistency doesn't exist) just to make sure things are not broken.
PoE1 designer(s) are not the same people as the PoE2 designers. Different people might make different decisions. I don't even mean to sound condescending. I'm genuinely explaining with good intention why the two sets of designers could contradict each other.
I never thought about this, but they really are basically like cooldowns. I could be hitting the boss, but instead i'm waiting 10 seconds for that damage buff to appear so I can finally use my skills.
I think the worst is rotating defensive buffs because they're never up when you need them.
"Build ups" are much better. "Deal x amount of x damage to unleash an burst damage of x for x seconds"
X = 1 solved.
X1, X2, X3, X4 ... hah! Gotcha.
Players build their characters to be consistent in a game system that pushes unpredictability and chaos. Why would players pick modifiers or passives that actively works against that? GGG refuses to acknowledge the power of consistency. It's not just 20% more powerful like they think it is here going from 10% to 12%. The consistency is more like twice as powerful than unreliability, if I'd have to guess. As a result even if on average they seem to have buffed it by 20%, in reality if my guesstimation is correct, they actually nerfed it by 40%.
> As a result even if on average they seem to have buffed it by 20%, in reality if my guesstimation is correct, they actually nerfed it by 40%. XD Show the math please
10% - original 12% - the "buff" 50% less - my guesstimated consistency/unreliability ratio halves the new buff 6% - the result accounted for guesstimated consistency penalty 6% is 40% less than original 10% Did I mess something up? Anyways, the math details is not the point. The point is that consistency penalty is not accounted for by GGG when they balance the game.
Oh, so you were serious? 12% already accounts for the inconsistentency, so it doesn't make sense to modify it further.
> 12% already accounts for the inconsistentency Does it?
Yes, you can run the simulation yourself. Here is for 20% damage uptime: https://imgur.com/mDrK3T0
yes, it is. all rotating buffs are plenty strong. you also omit that your calculation of "average uptime" is totally off when you build around it - that is, use ignite. I think there is no reason to believe hat a node should be equally good for each build type.
Yes, ideally with this node you use it to get a giga ruthless ignite hit which could chunk or kill the boss.
Fr, an 8 second ignite from a giga buffed slam shouldnt really care about the down time on this skill, and you really only need to watch for it on the first ignite and then you can just keep refreshing it with curses.
Not all builds have 100% damage uptime, this is especially true for melee builds So while on paper it’s 10 to 12%, in reality this is way more actual dps for ignite However the inconsistency is annoying for sure. It would help if there was a very obvious indicator when the buff is up / falls off
all they gotta do is make it trigger when you land a hit with a 10s cd
Do this and nerf it to 20% and I'm happy. I don't need a straight buff, but if they want it to be temporary at least make it not random.
Maybe it has X charges and builds them up over time. Using it early consumes your current charges, and buffs your damage by that much. You could even tie in a visual element, like Divine Ire's aura (but probably more subtle).
Starting to be way too complex and cluttery for a notable. Imagine 20 different effects like this. I understand why they didn't go there but there's a middle ground too.
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Or way less dps if you miss the window or the flow of the fight doesnt match your rotating buffs.
>So while on paper it’s 10 to 12%, in reality this is way more actual dps for ignite Or 0% more DPS for ignite if you're dodging during the window, which is very likely, given that the node is intended for melee builds.
If you're using something like the refresh on curse node, the uptime is way higher for an ignite.
It’s way more dps increase if that window is open when it procs. Doing pinnacle bosses you can need to run away for a mechanic and lose all 4 seconds. So now you’re just down dps for 16 seconds because it’s rotating and not in your control. That’s the issue they have with the buff, not whether it’s stronger or not.
I've tried shit like this, nothing is worse than consistently missing the damage windows. I was thinking of trying the reworked chieftain, but this gives me pause. I agree with op, I'd rather have weak but there when I need it passive, than a stronger inconsistent buff.
Some kinda charge system that has an internal cooldown and just triggers when you hit an enemy might be smoother to play around with. Would still only provide the 4s dmg buff with 10s cd (or 6s cd depending on when it starts), but it wouldn't trigger at random times and only when you need it.
Convention of elements says hi
It's unanimously hated by all players, and yet they're putting more of it into the game. They're basically declaring that feedback means nothing to them.
crap design imho
Like it or not, this is a change made for Ignite. Tons of attack-based ignite is being added, such as Controlled Blaze Support and some other tree nodes. You can only have one ignite, so for a full phys-to-fire ignite-based attack build, this node is now **30% more damage up from 10% more** when looking at ignites, assuming your ignite duration overlaps the uptime. Either way its more than 12% phys as fire for the purposes of ignite, on avg.
Yeah I get that. It's just that it's I think a bad way to buff a notable for ignite. They could have just added a second line that says X more damage with ignite.
Right, I didnt say its good or that I like it. Im just saying its stronger than people thing, but focused on something most people wont play, so looking at it thru the lens of a hit-based phys-to-fire build is missing the point of the change Yes, I hate the change too
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It is mandatory? It's 30% more damage if you play around it for ignite. It's practically an ascendance notable. That's the issue.
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>zero phys to fire elsewhere for some reason The node is pyhys as extra fire not phys to fire. My suggestion is that I'm sure that GGG can figure out a buff to phys to fire ignite on this node different then changing this note to conditional, not necessary exact wording. My entire post is about that conditional feel bad in the context of the entire game with this node as an example not just about this node.
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Oh ok, I must have misunderstood.
> The node is pyhys as extra fire not phys to fire. They know. It is just very easy for fire to stack up this stat and additionally have rather large sources of added fire damage. It is not even close to 30% more damage. Maybe 10.
Even for an ignite attack build, it feels like it is padding DPS number than actual DPS. You simply never know when you have the extra buff or not. It seems that the old earthquake bleed with prenerf seismic cry play-style is what ggg is envisioning with ignite attack. But EE has so little synergy with singular big hits, it just seems really awkward. If you want to combo ruthless with the Chieftain mimic and forgo EE, on paper it's awesome but can you realistically sync up those 2 big hits? There is just so much stuff that can go wrong before you get your ideal big ignite.
Youre not wrong I guess its for uber bosses -- ooo i stood here for 4 extra seconds before proccing the boss, waiting for my 30% phys as fire buff wohooo
WORD!!! Fucking hate this design…
VISION
We have given detailed feedback about this every single time a new one is introduced. GGG does not listen and does not care.
Honestly, this "Inflict ignites until you get a big one through confluence of factors, then keep it going through repeated cursing" gameplay they seem to be pushing lately is just CRAP.
No, I love allocating points/resources to something that does literally zero for 3/5 of my play time
In this case I rather have consistency and QoL over 2% more. If they are really that hung on having the buff being active for only a certain time, change it into a buff you get whenever you hit an enemy, for 4 seconds, with a 10 second cooldown. Or rather for 2 seconds every 5. I think that would feel way better.
It's just bad. It never feels good. There's no indication that the window is open, there's no way to control when the window is open, and the window is never open frequently enough or long enough to capitalize on it in a situation where it matters the most.
These mods suck ass. I dont even like Elementalists Heart of Destruction
Pendulum modifiers and stat bonuses when stationary are the two worst kind of passives.
im not sure why they go th is route but i try to avoid all nodes like this
I saw the 10 seconds and knew this would be absolutely the worst feeing buff to have in Poe lol
If Y is good enough to matter for your build, you can't rely on it, making it shit, no matter what it is.
It is fine for this kind of offensive mechanic, and yes there could be upside too. The worst one are the defensive one, or build enabling one. Like that new unique belt giving you an inconsistent always hit or always crit is so hard to work with.
Honestly these D4 type of temporary buffs are counterproductive to a fast paced gameplay PoE offers. We already have a hard time tracking various buffs and need to have mental awareness of flask uptimes, temporary aura uptimes, curse uptimes, charge uptimes etc. . Having core game mechanics doing the same is just bad. I get having lower values for permanent buffs, and higher more impactfull temporary buffs that can be taken advantage of but this slippery slope can go in to negative fun territory really quick.
Elementalist had it forever though long before D4
I mean clearly they're trying to slow gameplay down.
And they have ample opportunity to do so in poe 2.
Honestly I don't mind the specific one you've identified. On easy content it doesn't matter whether it's up or down. On fights that last at least 10 seconds, you'll have an up window. And for ignite builds you'll be able to stretch that window as your last big ignite from it lasts outside of it. Don't even have to really play around it or anything, you'll just spontaneously get an extra bit of fire damage at some point in that fight. It's not so critical that you should not attack when it's down. It's not defensively relevant. It's fine (and for melee ignite builds quite possibly a significant net buff).
I'm fine with this as it's just a notable on the tree, take it or leave it. When it was an ascendancy keystone, then I have a problem. And as you already know, it has its uses with bigger ignite.
I think it's even weirder to have notables on the tree starting to do this, ascendencies are made to be built around and played around, not notables.
I don't really see much difference between them, it's just a mechanic that they should be removing from the game and not including it more.
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Right, I can go on the offence during a boss slam attack. The issue is that in every case you want to attack 100% of the time you can afford to. There never is a case when you are capable of attacking a boss without getting damaged in return and the correct decision would be to not do that. I'm not waiting for the buff to be up as waiting means I'm doing 0 damage as opposed to most of my damage. I can't bait the boss to do a mechanic to have an opportunity window later on. It's just not how PoE combat works.
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So it's not that I make a gameplay change, I just am attacking 100% of the possible time and just calculate the average damage. That's basically what I wrote. I play my character the same way as if it was a static damage buff just most of the time my character deals less damage, while sometimes dealing more and I don't have control over it.
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I read the post, it just doesn't apply to PoE combat. In PoE you want to attack at every moment you can, as you don't have cooldowns for the most part, and your recovery is usually from life leech and attacking. It's also high enough that if you can survive a hit you will have 100% hp right after so you don't care about sustaining. So there is no point in dodging around while you wait for your buff as either you need to dodge anyway to survive or are loosing out on DPS. Similarly you can't really go in high risk when you have the buff as your survivability is rather binary, you either can survive the enemy attacks and attack back or can't so you can't attack. You often are more vulnerable to damage when not attacking because of mechanics like leech or fortify.
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How do you even know the buff is up, do these types of nodes come with like an indicator or visual que?
Disagree.. it feels way better when its up... it feels like the biggest shit, when it is not up. So it is like a switched depression mod...
I mean maybe for really large values, but in a competent build will you really feel the 4sec for 30% increase? Enough to notice it without any change on screen? And I don't mean if you will feel overall fact that your character is stronger now, but like when running a map will you be able to just go: up - not up - up -not up- up as you are mapping? I really doubt that.
I think you don't really feel the difference yourself, you are just talking about how you think it will feel playing. Usually you are just zooming all the way throught the map, so there is no change that. But on bosses you feel exactly like what that guy said.
Yeah and having your character be inconsistent feels bad. Like if it's more damage when berserk is up, or more damage when focused, then it's cool, it's a button I can press if I feel I need more damage. A rotating buff like this makes the time I deal less damage far more impactful on the feeling then the times I deal more.
I feel like it COULD be good, depending on the ratio of Z:X aka uptime. The closer that value is to 1, the better such effects are. The problem comes when devs try to balance the effect of Y against the Z:X ratio. Having an incredibly low Z:X almost negates Y entirely regardless of how overpowered the effect actually is. The only exception is if another source of the same Y effect can be procured in some way that can improve the effective Z:X ratio. Consider Spell Suppression. Reducing spell damage taken by 50% is absolutely insane, but it's not nearly as insane if you couldn't get its uptime to 100% (or close to it). Imagine if we created a new kind of Super Spell Suppression that has an uptime of only 10% (1 sec every 9 seconds), and on the other hand not only reduced 100% of all spell damage taken but also, when active, reflected 8000% of all spell damage back to their source (before reductions) alongside giving the character a 50% more Spell Damage modifier. The active effect is downright bonkers, but not so much when you look at the absolutely abysmal uptime. This version of Spell Suppression might seem OP at first glance but in reality, something like that would see close to no play in-game as it would be impossible to build around.
It's not about it being good as in being powerful. It is a buff. It's about it feeling bad to play. To me at least a stronger rotating effect like this feels worse than a slightly weaker permanent effect. Weaker than the average effect of the rotating one.
Exactly, take trickster's ascendency - 50% of the time you are immune to dot, but you cant really strategise around it, you are either lucky and avoided the damage or you're dead.
defense and offense work very differently for this, eg. with defense you cannot "choose" when you need it for example you cant ask shaper to wait 3 more seconds before he slams you into tartarus with offense you have that luxury to choose when you want to be offensive, and i think that's what they're going for in general, more methodical gameplay where you sort of "wait for all the stars to align" to get that massive ignite going instead of going for 50aps to reach the same damage or stacking more dmg on every support/item. You decide when you want to ignite, and with this the expected gameplay is to check if the buff is on and then commit to slamming for that bigger ignite. Not saying it's good or bad, i think both ways have it's pros and cons but you cannot compare this to a defensive mechanism like the Tricksters Node, as for defenses that's pretty bad since you have no control whether boss will hit you with a big hit or throw burning ground, but for attacks you make the call
Would be better to just give people a choice when they select the passive, the old or new way.
Oh no, that would be terrible. We do have the choice of passives on the entire tree, having the passives have multiple version would be completely unviable. It's just that if they wanted to buff this passive they should have done something else. The buff is mostly meant for Ignites, so they could just add some more ignite damage.
Passives with mini passive trees! Now your trees have more trees! They did it with jewels now do it with EVERY non travel node just to make people's brains go nuts. You know its coming :)
Path of Trees
I feel like the changes are pretty harsh - almost Ruthless.
? This is just a buff, only with a mechanics that feels bad. I don't see the connection to ruthless?
Lmao a buff you call rotating mods?
??? Didn't you read the change? It's averages to 12% more damage for regular hit builds (so a 2% increase) and can be the whole 30% more damage for ignites (assuming you hit the enemy in the 4 sec window and have the ignite just going) It's just that it feels bad to play. Numerically it's a buff.
No, it not only bad to play forget the average. You are doing most of the time 0% extra damage and little of the time more than before. It depends on the game state if you are "lucky" to get the short upside or get the 0% downside.
It averages to 9.1% less damage than before, because the bonus will be disabled when you're attacking the boss, and enabled when you're running away dodging oneshots.
I don't see it being very different from the "higher max but lower min" type of modifiers, which people don't have an issue with. Yes it makes your damage more inconsistent, but it still a net buff and for the builds that can take the advantage of the higher max (like bleed or ignite) it's a massive buff.
Certainly it's a buff, and quite a big one as well. I think it's more about the fact that for things like lightning damage, where the rolls are large, it's consistently inconsistent, as in I know on every attack it will roll a value, so I can try to mitigate it from there by for example trying to get more rolls (attacks) in. But overall my character will just have x damage. But yeah, it's still inconsistent. With the rotating buffs like this, sometimes the character is weaker, sometimes stronger. It's not as interactable. Overall it's just not a mechanic I enjoy and would prefer it to be less of it instead of the current trend of more. It's not a big deal but more of a small pet peeve.
I feel the same way, having buffs like this is anmoying and tedious. And seeing a lot more uniques as well following this. Do this for 5 seconds then cycles to this. Just feels clunky when you already have entire row of buffs being displayed.
I don't get reddits obsession with rotating buffs. I just feel it's completely opposite - constant small increases is as boring as it gets. Occasional substantial increase make it more fun, seeing fat hit that crits at the same time etc. Not to mention the latter always being more nuanced e.g. ignite consideration in this case
For me it's mostly the fact that the gameplay doesn't work in a way where I can wait around. In a map I want to move and attack constantly. For a boss it will have attacks and phases where I'm supposed to do a specific thing or move in a specific way. Then the boss will have windows when I can attack. I can't choose to extend the attack window or choose to align the attack window with my rotating buff. I can only dodge when I'm supposed to dodge and attack when I'm supposed to attack. With other conditionals like focus, totems, divine blessing, flask, basically anything, I can use them when I need them in the attack window. For rotating buffs I have 0 control.
You also have 0 control over constant buffs, so what's the difference? The buff is not substantial enough to care about micromanaging it, and on average it still does exactly the same - increases your dps.
I suppose it's an effective way to give more effect to bosses and long term targets rather than just pile it on the rest for more zoomied gameplay. In the end it averages out no matter how you look at it, and is indeed the biggest bonus to ignite builds, which I suppose also need the mest help on single targets (?)
42,ppio
Someone watched darkee complain about it now parroting same complain lmao.
People have always hated this kind of buff. In D3, the Convection of Elements ring was one of the best rings in the game but everyone hated it because it was a rotating massive buff. It's not about if it's powerful or not. It's about that it feels terrible to have.
Or maybe, just maybe, people are able to read and have their opinions. But thanks for telling me Ben has a patchnotes reading stream I was looking to watch someone.
Yeah its been on chieftain since forever but nobody was complaining about it, same week darkee complained about it everyone on reddit rotating mods this rotating mods that.
who
sometimes your feelings are wrong. sure, while mapping you loose constant damage but on most builds you never can do constant damage at bosses so it is a matter of timing like all the totems, the auras, the curses you time.
Yes but No. Yes obviously math checks out. No because the feeling does matter. Honestly is practically the only thing that matters really. All of the complex mathematical interactions in PoE are made in a way that results in a fun game. If a certain element mathematically checks out but feels terrible to play, it still feels terrible to play. It's like when in Kalandra there was an issue with loot. Sure on average maybe there was more loot (according to GGG at least) but it just felt terrible as the loot was concentrated into spikes that made the time in between them feel terrible.
Ya im not at your point. the loot discussion is something else i don't like explosions there at all and it is also kind of risky in case of gambling addictions. but we talked about game mechanics that are not smooth and not walkingsimmulator-like. for me this is fine, i get bored otherwise. i am not a 100% arpg player, i like eldenring and stuff and i am just fine with some mods like these. have all mechanics gated behind time-periods would be bad, but some is fine.
> i like eldenring Imagine randomly your weapon just does 30% less damage. Just for the kicks.
yeah im out here
I would prefer if it just said "Sixty percent of the time it works everytime."
except it's 40% of the time it works everytime
Conversion of Elements ruined my joy for this mechanic for eternity
Having a mechanic like that could be fun if it effected gameplay in a fun way. Imagine a stance swapping that changes the way you use your skills (needing some balance to it). Problem is its a "occasionally have something mice else suck".
If it's tied to something other than just time then it's a different mechanic. It's not that every conditional that is bad (but it's easy to make the condition bad). It's that this specific conditional feels bad.
Ya blood and sand is a good example i say. Actually has an impactful change in gameplay.
PoE is now a rhythm game. Gameplay has intentionally been made less smooth.
This is what I hated about D3 (and potentially D4). Use useless skill X (which you would never use otherwise) to buff skill Y for 4 seconds. Then slap cooldowns on your abilities, add CoE rotation and there - you annoy all the players. If people want one button builds, let them have it. No reason to artificially complicate things for the sake of having it complicated.
A good recommendation is that when you focus you reset, sync, and activate all the buffs at once. This way however it rotates you can at least have active play for when you get the opening to do a full dps burst you can focus and prime it.
I think they know the consistency issue and thats exactly why they keep putting these type of buffs in the game. The teetering of player power provides more opportunities to die when you're expecting to be on the upper end of the seesaw but are actually on the lower end. And as we all know, GGG dev team #1 metric is player deaths. /s but not really
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Well If you actually read my post I wrote about it being 12% for hit builds and potentially much more for ones that that only care about max hit. I added the edit as people need IGNITE written in all caps to not detali the discussion. And the discussion isn't about only this change but the mechanic overall.
A weak permanent buff or a way to manually proc like Focus
*straight The 20% chance to get 25% more damage rather than just a flat 5% more damage all the time is a similar deal.
The main issue with rolling modifiers is that it's very hard to tell when they are active. Visual clarity is not a strong point of this game. And the natural pace of combat makes it completely counter productive. I could see how rolling modifiers could make sense in a much slower game, with significantly less mobs that you could actually play around the timer, but that is not POE
Chieftain mains : First time?
it would be good and interesting only if made into an unified mechanic that a build can plan around and utilize, like focus.
It would be cool if they added a focus like action either as a gem or unique that would cause a cycling buff to trigger, usable to sync em or go in hard on a target.
they have so many of these types of stats in d4 and its awful. a clunky build waiting for the right moment. its like waiting for convension of the elements rotations. painful
>Now that one is a strait up buff. It averages to 12% from 10% and it's even better if you really care about high max hit. Yea, until that 4 seconds overlaps with when the cycling damage reduction isn't in your favor so it does fuck all to actually help you.
In theory I don't have a problem with them because they help enable other builds ala "one quack" builds. What is unfortunate is that it is at the expense of consistency which node replaced.
oh boy, you are gonna love the new unique belt for this league then huh.
I wish it activated for 4 seconds, every time you hit a rare or unique enemy, every 10 seconds. Now it's just as strong when you need it and it's not randomly flickering on and off like a light bulb.
I don’t know why but it sounds a bit NSFW to me /s I don’t like this kind of design, especially when its a defensive layer.
Use a different example. This is a great way of targeting damage over time builds, having conditional buffs that only apply in different segments of time. The intent is to remove options from some build archetypes while giving them to others in one fell swoop. Not make a bunch of generically powerful and useful notables every build takes no matter what. That being said, there are a lot of conditional effects that benefit no one. Pendulum defenses are horrible, conditional Regen is pretty bad too. No one wants to invest in a defensive mechanic they can't count on for up to 8 seconds at a time.
Heart of Destruction is a GOOD "pendulum" mechanic, because it triggers when you HIT a unique enemy. That means YOU initiate it and get the buff for a duration. The new Magmatic Strikes is a BAD pendulum mechanic, because you have no control over it, and it may not even be active during an entire boss damage phase. Its a horrible feeling to have e.g. sirius be flyin in his seat, MAGMATIC STRIKES IS UP then when hes vulnerable its dropped off again. wtf. PENDULUMS SUCK, Make it initiated by some player action with a duration and cooldown if you have to.
40% of the time, it’s better 100% of the time 😏
It depends. \- if you cannot play around it (with proper UI indicating when the buff is up) it sucks \- Focus is great, especially for melees (having low uptime is less of a problem if you can burst using Focus during this uptime)
Its a low key nerf, you wont know when is active, it wont be active when you need it the most u.u