doombolt needs to be awesomiefied

Turn everything on it to 11.

scale up everything Radius, damage and even the energy cost. Should be a real nuke. Actually just replace it with a nuke spell that drops a nuke.

I don’t really understand why devastation deserved to be made awesome and doom bolt never got it and is just stuck how it is. No sensible person will ever put more than 1 point in it.

It serves one purpose right now, it is good for activating dying god.

Ceno and I will be making a rebalance mod and of this skill isn’t improved it’s on my list.

My conservative tweak on improving it would be to increase the radius to 2.5 or 3 (1.5 is stingy), decrease cooldown to 8, and add a 4 or 5 second chaos resist debuff to it. If that’s not sufficient I’d look at upping its dmg.

Well that seems a lot more reasonably than what i was thinking of which would be crazy overpowered.

I hope that includes devotion rebalancing. Like, a bunch. :slight_smile:

Spammable Chain Doom Bolt?

Definitely keeping my eye on this. Reading through your feedback it feels like you have a good grip on balancing ideas.

That’s actually quite reasonable as a balance tweak the devs could implement.

For the next expansion maybe they could add a modifier skill called “Doom Storm” that summons additional bolts over a wide area.

@Ceno, adoomgod
The funny thing is you can bind Doombolt to leftclick, so maybe you could give it some aoe and make it a spammable chaos main skill, because there are no real chaos damage skills, none you could build around anyways.

That or a real nuke.

doombolt is, i think the only skill in the game you cannot break stuff with. Is there a reason for that? Very frustrating having it on left click and breaking stuff with attack whilst its on cooldown and then, BOOM! doombolt on that barrel, and nothing.

Ever tried to pop a loot orb with the new fireblast? Fucking retarded.

Everything will be touched upon. We hopefully won’t need to redesign the functionality of anything, but no item (Common -> Legendary), Devotion node, Enemy, or Player Skill will be ignored. Doesn’t mean we’ll change everything, but we’ll look at everything at least.

My personal thoughts on Doom Bolt are pretty similar, though I’ve been considering giving it a -% HP Regen for X seconds to enemies hit by its attack.

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Try devouring swarm. It’s a much better left mouse skill than doom bolt, for vitality builds at least. But it still can’t break a crate.

Why can’t OFF be put on LMB, but Doombolt can. Makes me very sad in pants. I still don’t get this restriction to not allow us to bind whatever skill we want to LMB.

Ceno + adoomgod please make debuffs break stuff in your mod! You could brute force it even by removing debuff attacks altogether and changing them to a 1 physical damage skill with stuff attached. I was leveling a Vitality Conjurer last week and specced into Occultist way earlier than I planned simply to grab a skill to break stuff from range. Also if you need another set of eyes, I work in spreadsheets all day…

Back on topic, spammable Doom Bolt would look strange, but awesome. But hey, transmuters are cheap and don’t break the core skill, unless its name is Breath of Belgothian.

Just was thinking the same thing… that would be awesome (and not be useless like the current Doom Bolt, except when Doom Bolt is in the hands of the monsters…).

Well they just gave you the 8 second cooldown and the 2.5 radius, so I hope people stop saying they never listen to the players.

A bunch of devotion rebalancing as well, namely the increase in damage bonuses, which is awesome!

Addressing everyone. Me and Ceno approach things differently, but our healthy respect for each other should lead to better choices overall.

To address the thoughts of others -
As said everything will be looked at.

Emphasis is generally skills+attributes+mastery bonuses>devotion>items> all else.

Because the first 3 are 100% innate, devotion is innate but secondary in nature, and items are added on but can’t be reliably guaranteed (you can’t find them whenever you want to) and allow us more interesting design choices when the previous catagories are already well balanced.

I’m not sure I want to make a transmutor for spamming doombolt. By that logic. Might as well give every cd spell a 0 CD transmutor and every spammable a cool down but way more dmg and effects transmutor. I rather add another mastery after current content is balanced, that provides a chaos spam skill, or add a legendary that grants a decent chaos spam skill. Or both. A transmutor is still new content. Our first mod will be editing existing content.

But first rebalance, then new content. Everything will be looked at. Including monster abilities, drop rates, loot tables, etc

Our goal is to rework as little as possible. Our hope is the at the vast majority of content can be improved by tweaking values or adding/removing various stats.

A rework would completely change the way a skill functions. Like turning ring of steel into something like counter strike but better. It might be needed in some cases to remove redundancy, but it is a last resort.

Our goal is not to make everything equally effective. Our focus is to start on things that are extremely trash tier or have no place in ultimate, and make them viable. Things that are never used will be brought to a place where at least one build could benefit from using them, ideally a few builds.

And while it wasn’t directed at me, I just want to state I’ve never claimed they don’t listen to the players, Paavo. They really do.

Finally, we don’t plan on focusing on nerfing anything but the most extreme of outliers. Or at least I don’t. For me the focus is bringing the quality of craps up to average or good.