[Feedback, 1.0.7.1] The Dagallon Issue

I was very happy when I scanned the 1.0.7.0 changelog and I found the name Dagallon on the list. My happiness turned to skepticism when I read that part in detail. I nevertheless tried to put one together it confirmed my suspicions: the changes to Dagallon set did not bring about any significant change regarding its viability as a mortar set or mortar/autoattack hybrid (with the latter actually suffering a minor loss).

Dagallon builds are underperforming on all accounts. They offer no conversion whatsoever and miniscule bonuses to global damage modifiers as well as do not provide enough support to Mortar Trap (imo, it’s arguable). The only way known to me to make the skill even close to viable is still through a well-rolled Terrnox green off-hand. I propose these changes:

  • add 12/18% physical damage dealt as fire/lightning on the guns and another 10/20% on set completion

  • increase fire and lightning bonuses damage bonuses to +140/+190% and include both fire and lightning on each gun (analogically to Elemental Balance rings where each has both +%fire and cold)

  • add +2 to Mortar trap to one of the set items (analogically to the way Light’s Defender generously supports Storm Totems)

  • add +4/6% physical resistance to the chest

OR

  • finally add +1 summon limit to set completion and increase -0.8s cooldown to 1s on both guns (it would have to come with some sort of counterbalance of course, maybe returning to the previous total damage increase for mortars)

OR

  • move mortar bonuses to (3) set

AND/OR

  • add +22% weapon damage to Mortar Trap on the Conduit of Destructive Whispers

These would significantly elevate Mortar Trap to finally become a desirable skill. Some if these ideas might be wrong, of course, and require some balancing. I realize I’m not a game developer. Just wanted to provide some feedback.

I’ve actually managed to make a Dagallon Purifier. Gonna post the build guide tomorrow (just being lazy).

Spoiler alert: it was painful. Even with Inquisitor mastery as a support it took me few days of testing to finally come to a spec that doesn’t die and clears Crucible efficiently.

So yeah, sets needs a buff.

I would suggest adding physical to fire conversion as a set bonus and weapon damage would help Mortar Trap purifiers tremendously as well.

1 second to Mortar Trap life bonus on each pistol looks like a bad joke btw.

I think that this set should be either be an auto-attack set, or be fully focused on Motar Trap, not both at the same time. The latest patch brought some decent Motar Trap bonuses, but the set still needs a few improvements to really shine. As a Motar trap set it doesn’t need all that flat damage and wps bonuses, imo, but removing them might break a few builds. I agree that some extra phys to fire/lightning conversion would be nice, as well as a few bonuses to Motar Trap, like more summon limit or longer lifespan.

Stop by patch v1.1.0.0. :wink:

Patch notes, or it didn’t happen… :wink:

'kay

  • Dagallon’s Destruction Set: set has been redesigned to focus on supporting dual gun gameplay.
  • Mythical Mask of Infernal Truth: added +1 Summon Limit and -20% Energy Cost modifiers for Mortar Trap

Thanks for the info. So, Dagallon becomes a fire/lightning dual dmg Firestrike concept and Mythical Mask of Infernal Truth become the new Dagallon Helmet? I know there’s gonna be lots of other stuff but I just wanna say it: if there isn’t mortars won’t gain anything here.

Wow, wasn’t expecting that. #mademymorning :stuck_out_tongue:

It makes sense when you think about it. They’ve been doubling down on a few sets recently that have received complaints by making them less broad:

-Vileblade lost it’s Ring of Steel bonuses and became focused on Acid/Poison ABB.

-It’s been said in another topic that Lost Souls is going to lose the Blight Fiend bonuses and focus on Vitality Skellies/Hellhounds.

My problem with Dagallon for a long time is just that - it tries to do too many things at once (Mortars, auto attacker and Word of Pain). It’s not like other builds either, Mortars, Word of Pain and Fire Strike/Inquisitor’s WPS are all very point intensive such that it is difficult to do both and do them well. Even if you only pick 2 out of 3, that’s still a sink and leaves you little for support skills.

My guess is we will get a dedicated Mortar Trap set in Forgotten Gods like Trozan’s set or Light’s Defender to fill the void (as after the change, there will be no Mortar Trap set).

The idea was to support 5 mortars with the conduit and the half-assed, compared to Terrnox+Anderos Amplifier, Dagallon’s cdr. But compared to those two, where you can pop all 5 (or 6) mortars in 5 (or 6) seconds, Dagallon solution is simply not competitive.

Anderos Amplifier has some phys to fire conversion. You can get as high as 30% with the right amulet if you forego 6 mortars. That is still something because mortars for some reason are more phys than fire. With Dagallon you get none of that. No six mortars and no conversion. Just the 20% dmg mod. Should be at least 40% to compensate for that.

I tried to explore lightning concepts with Cindertouch gloves as a crutch but it didn’t work. Elementalist is too weak in general and Purifier results in multi dmg mish-mash and not a lightning build. Viably combining fire and lighting in the devotion setup is afaik impossible for a no weapon damage caster that needs other ways of sustain.

approves

Good to see Dagallon finally dealing with that identity crisis of his.

Hey, Mortar builds get to breathe flaming truth on people now. That’s something, isn’t it? :stuck_out_tongue:

Oh I hope there will be some global chaos damage conversion for brimstone in the update. Would also help BWC.

Or more conversion from cold for chilly barrage.

That’s good to hear about Dags.

It always felt like it was meant for pistols and now i’m excited that there will be more support shown for it.

Now all i want is for 1 of the 3 WPS to be a AAR, i’d be happy but just’s just wishful thinking.

https://www.grimtools.com/calc/YVWJXre2
My end game Mortar+Savagery Elementalist has a high damage output (combination of +100% crit damage and an extra +40% crit damage for Mortars). Mortars can crit for 80-100K, you just don’t have a lot of them.

I feel that this is the only hybrid that can work, but going Stormcaller’s Pact means you don’t have damage absorption and when you get hit it hurts like hell. Defense-wise it doesn’t have much, but enemies drop in seconds. I would have picked a different devotion path but I can’t sacrifice Hawk until I find some greens which offer good cunning bonuses.

Purifiers are just better being LMB machines and you have just enough points to make it work.
https://www.grimtools.com/calc/D2pDklL2
I don’t want to sacrifice points to add Mortar or Word of Pain on this build. It just ruins everything.

So is Dagallon’s set Mortar bonus getting removed? It took me a lot of time to make this build, god damn :frowning:

Wow, like it should have been from the start. Good news. :slight_smile:

Predictions:

-100% Cold Damage converted to Fire Damage to Chilling Rounds
-100% Piercing Damage converted to Lightning Damage to Chilling Rounds
-One new WPS on completed set, Seal mod probably removed.

It’s really a shame to remove mortar trap support If most of demo skill mechanics problem will be fixed. Hybrid playstyle is much more interesting than hold one button playstyle.
But I guess it’s for the best…

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That would make it a Inquisitor set…
As it is a purifier set it should also increase Demolitionist skills.

-Skill bonus to fire strike and static strike.
-A defensive skill mod to a demo skill such as Blast Shield or Vindictive Flame.
-A offensive skill mod for fire strike like +WD% or possibly chaos converted to lightning.

Damn you’re right. I’d love more static strike bonuses.