EoR is still the worst main skill

Smth about this skill that makes it play worse and worse and worse each patch. Other channeling skills are decent, even FoI has some spotlight. Not really sure what plays into it but for a few patches now every time i try EoR it feels like the last skill you should be playing in this game. Ironically, the strongest mastery has 2 of the worst skills in the game.

What’s bad about EoR?

  • It’s an attack and despite having higher tooltip dps than other channeling skills the ingame output is always lower
  • 3m as target area is very low, too often you don’t hit enough enemies with it. Needs to be increase to 4.5 that RoS has
  • Enemy interruptions. The biggest one, probably. Even with capped freeze res Moosie almost cc locks the character
  • Self interruptions. The second biggest. If you have an extra skill for EoR build, it’s one skill too many. Horrible animation mesh with other skills
  • Low %WD and no generic access to a leech mod. Combined with everything above, even the new dr value on it, 23k HP, Possession, 3.1k DA and monster passive sustain don’t feel enough
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Had the similiar experience with my Cyclone Shieldbreaker. It also has to cast mines which is already very punishing on EoR and damage is very mid. Tank is barely holding itself together sometimes despite regen stack a lot of defensive items,

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4 will be fine. And I think 2H weapon could have an extra 0.5 meter. Longer handle lol.

Interruptions happen to all channeling skills. However, the most serious thing seems to be a long existing bug, that sometimes after the Stun or Freeze or other CC ends, EoR doesn’t restart to spin. In that case you have to loosen you command button, do something else and then press the button again. This is not easy to notice in big crowd of enemies so leech stops and you die.

Agreed. Whether it deserves a damage buff or not, it should have some ADCtH mod on some specific items.

4 Likes

One of the reason why any interuption feels bad on EOR is because the skill start for a few frame to turn on one side and then turn the other side while channeling

Idle in town
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Start pressing the EOR skill, this part feels bad IMO, even more if you start using other skills, like thermite mines because that part of the skill, starting pressing on EOR, doesn’t make the skill feels smooth… you’re also punish by that design if your CCed/interrupted a lot
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While attacking with EOR, I wish the skill would turn that way from the start when pressing EOR
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I’ve been playing EoR a lot recently, this bug doesn’t happen too often but when it does, it is very annoying. I kinda have a feeling this has to do with the terrain but not sure.

Apart from the CC bug, this is my main issue with the skill. The transition from running → spinning makes the character stop for a short but noticable moment. The transition from spinning → running feels fine though.

2 Likes

You think EOR is bad? Try the relic Yugol’s Hunger. Same skill but with an even lower damage ceiling. I tried it with 2H + conversions and still felt mediocre even with crazy flat damage.

Not much else to add other than the obvious. CC hit my build hard. The 3m range is way too short, especially for big enemies. And the damage is lackluster even for high flat damage builds. It’s fun but not “good”.

this stopped entirely for me when switching EoR from mouse button to keyboard
unsure if it’s actually related or just collateral coincident, but if people are playing EoR on mouse button and experiencing this “frequently” could be worth trying to use channelled on keyboard and see if it’s an actual solve and not just gnomish placebo :thinking:

does this actually matter for application? :thinking: (meaning visual dissonance vs actual skill dmg)
*i’m not great at understanding the whole frame stuff and windup impacts other than “feel” (ex aar being noticable)
but when standing on dummy, it appears like dmg actually starts immediately regardless of the full/proper spin animation? - or perhaps that’s just me being bad at eyeballing stuff without video’s frame by frame showing what’s going on :sweat_smile:

granted skill can’t get modifiers, no secondary effect (soulfire, which is significant dmg addition) - Z has repeatedly said to not expect too much/skill style output from a "freebie"granted skill

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I doubt this will ever change. Don’t get me wrong, I agree 100% but removing this might bring about a non active playstyle that Crate seems not to want. However:

What doesn’t make sense to me is that you can completely make a pet based walking simulator and that’s okay but for other things it’s not? So confused.

I would like to see the range extended a bit also.

I think there’s two things that crate could change to make the skill feel a little better without much dev investment:

  1. Increase AoE from 3meters to 3.5meters - the skillfx works fine up to 3.5meters imo, for anything above that they’d have to redo the fx. Community league has set EoR to 3.5 meters for couple of years now.

  2. Slightly increase wind up animation speed, so that interrupts at least feel a little easier to recover from.

Other ideas:

  • add more item skill mods with CC resistance/max CC resistance to EoR
  • remove animations of (most) other skills during EoR - this would obviously require some bigger changes, but imagine being able to cast specific skill templates without an animation so e.g. CoF, Pox, OFF, Judgment, etc. would be able to be casted during EoR without interrupting it same as with War Cry now.
19 Likes

winner winner chicken dinner

Imo also: Raising the weapon damage to 100%, so it can leech HP properly.

2 Likes

Since Upheaval has been finally changed to WPS, there is hope Crate will implement at least some of the proposed changes here as well

You think a skill that hits ~6x as fast as everything else, and in a circular AoE around the player in a game where enemies clump up on all sides of a player, should have 100% Weapon Damage?

lolno

E: CC immunity/resistance to all channeled skills is something I can get behind though. It’s more QoL than a buff.

5 Likes

It’s not 6x as fast.
At 100% attack speed it attacks 6x/sec.
At 100% attack speed a default attack is 1.5x/sec.

So, unless EoR has better scaling with speed than apparent, it’s 4x as fast, at best.
Not accounting for double-hits when attacking with normal dual-wield attacks.
Not accounting for the aforementioned weird stop-and-go behaviour of EoR.

I’ve been tuning some spam ABB-build recently, which have similar AoE and flat damage, and somewhere north of 250% WD and that is not causing any waves.
I don’t think 100% WD would be an issue, and if it is, could always lower it to 80%.

4x is ~6x. And it’s slightly higher than 4x because of weapon base attack times that I don’t think apply to EoR (maybe they do?); a 2H weapon at 200% speed hits 2.71 times per second, for instance. So, if you want to be really specific, 4.6125x.

But to the main point, the leech comments surprise me. Leech has always been one thing I’ve found to be consistently good from EoR. It can very, very rapidly recover 20,000+ health to full.

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I don’t follow. What’s the math here?

Why would they not?
Diablo 2 Classic is like that. Maybe you’re thinking of that.

Ah, yes. It may be faster for 2-H.
My mind was going to 1-H.

I’ve had the opposite experience. Always stacking more and more leech and %healing increase because “normal” amounts of sustain were hardly enough.
And let’s not talk about energy leech.

that’s different, since it doesn’t stack on itself like lifesteal does :sweat_smile:, so hitting 200x/sec on the same enemy does nothing for our mana :woozy_face:

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~

Why would they?

Channeling speed/damage tick rate on 1H and 2H EoR feels very similar.

I mean…you problem? If we take banana’s build from the OP as an example, he’s running what is ostensibly a custom EoR build with limited support (Conduit + Weapon) and spends the vast majority of 3 different SR30-31 runs at full health, including while quad-tanking boss rooms, all with only going “out of his way” for one ADCtH node in Devotion and making no component sacrifices in the process.

This doesn’t strike me as struggling for sustain.

Energy leech isn’t a real stat.

Which is to say, yes it is a crutch that successfully bypasses the questionable state of energy consumption design in Grim Dawn, but even at minimal values and support it is more than enough to carry most skills - EoR included - to permanent uptime.

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It leeches just fine imo. I’m not against a tiny %WD increase if it also lacks dmg, but 100% WD would be ridiculous. Due to its fast tickrate leech becomes more consistent compared to other skills.

I mean arcane spark fixes energy issues on many builds with at least one skill with 100%+ weapon damage, which is obv worse on EoR. That said I think the game gives you enough ways to solve the energy puzzle for EoR and I see no reason for that to be trivialized.

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Following up in general, I question whether many of EoR’s problems come down to a startling lack of reasonable itemization.

There are items that support the skill, but each of them seem to have some clear, inherent drawbacks which does not feel is the case for other skills’ item support.

Cyclone set contends with a split in damage typing (Fire and Lightning) with no obvious way to lean fully into one or the other. And that’s to say nothing of the fact that it forces you into 1H + Offhand which is objectively the worst way to play any % WD-based skill.

Warborn set contends with being designed entirely around multiple small Physical hits which historically has never been a good idea. This is likely due to the fact that EoR’s inclusion on Warborn was more legacy support than anything, as the set vastly predated the skill.

Dunefiend set contends with being Acid-based, and we are just not allowed to have good Acid builds in Grim Dawn.

Maybe if EoR had a set that didn’t have any inherent “problems” and was more just “plug and play,” the skill might feel a lot better.

2 Likes