Recent change in Seal of the Void component made me feel confused and was the main reason to create this thread.
I am OK with adding attack speed bonus, but can’t understand the reason to remove casting speed bonus from the component. Please take into account that even if certain component was designed to be used by melee/ranged builds it doesn’t mean the componet is not suitable or not useful for caster builds and vise versa. For example Seal of the Void can be used in caster chaos builds based on Obsidian Tremor skill (like this: https://www.grimtools.com/calc/YVWyRDeN) and removing casting bonus is like a penalty.
For now we have 3 high level components for weapons with attack or casting speed bonus: Seal of Shadows, Seal of Skies and Seal of the Void. I propose to slightly buff these components: to replace existing speed bonus by “% to Total Speed” or at least to provide both attack and casting speed bonuses like it was done for Squad Tactics.
Just to make sure I understood you correct. You have no objections to add cast speed to Seal of the Void and attack speed to Seal of Shadows & Seal of Skies, in order all 3 components to provide attack & cast speed bonuses?
hi, just gonna coattail here instead of making a new thread, since my feedback also pertains to one of these seals, specifically seal of skies.
chain lightning is super fun! it reminds me of arc from path of exile. the addition of weapon damage is fabulous! being able to spam a skill and have 100% uptime on iskandra’s prism is super dank (albeit not at 100% value, but i’ve got bone harvest for that). however my main problem with this skill is that it seems to behave as unit-target rather than point-target. this results in some weird behaviour, most notably that i can’t seem to break environmental barriers (like false walls and crumbling walls) with chain lightning.
i can hit rocks, urns, breakable containers just fine but sadly they do not chain to hit other containers or enemies. i can see this being a balance reason, and honestly i’m okay with this skill not chaining any further once it hits a non-enemy entity. however…
i would prefer that the skill be changed to be able to target the ground, but obviously not chaining onto anything if it does, just like when it hits a non-enemy entity. even better would be using the aiming system albrecht’s aether ray does - you can aim at the ground, but aiming close to an entity causes the skill to auto-lock onto it.
it would not only really raise qol for interacting with the environment (like breaking furniture like bookcases and clocks, since they have a chance to drop loot), but also improve combat flow - as of its current iteration, it’s so awkward moving about and spamming the skill only to have pointed at a slightly invalid position and not do anything.
and lastly, this is more a balance thing than anything, but it would certainly be a boon to have a greater cast range on chain lightning. right now it’s at this uncanny valley between lightning-nova-melee and aim-anywhere-ice-spike, and being unit-target doesn’t help. again, i can see that this is more of a balance issue, so if you don’t feel it’d be fair to improve the cast range, i can live with that. or even improve the cast range but reduce the chain range. that would be awesome.
I’ll add that a 6% total speed is too huge bonus, if you consider that a component like oleron’s blood (which is still a high level component) gives you 2%.
Why would you use such a component in a build as this? The component grants a WPS. It is logical for it to include attack speed rather than casting speed. Surely in a tremor build, symbol of solael is strictly better.
I don’t agree. Сomponent usefulness depends on the build and personal preferences.
There are 3 components with boost for chaos damage. Let’s take a closer look at the first two:
Rifstone - CS is cool skill suitable for melee builds, but not for casters.
Symbol of Solael - granted skill with RR is nice and useful. However I don’t want to push on one more active skill button just to get aditional 10% RR to existing 60% RR. I had piano build in past and have no desire to repeat this experience.
Seal of the Void is the only component for chaos builds with speed bonus. It seems to me to be the best variant to support casting speed as well. WPS can also be useful for casters in certain situations
We were talking about Obsidian Tremor builds. In such a build, if you doing something that can proc wps you pretty much doing something wro… quite suboptimally imho.
And without ever proccing the wps, both Symbol of Soalael and Riftstone are strictly stronger than Seal of the Void, regardless of personal preference.
Lets compare pre-change seal with casting speed to the others.
Seal has (had ) 4% cast speed and a something like 20-30 more % chaos dam bonus than the others (sidenote: cast speed has a hard cap and % damage bonus has extremely diminishing relative returns at high values).
Symbol has -10% rr which is much more dps increase.
Rifstone hase Chaos Strike which has incredible QoL and utility, while still adding to your dps since it’s a huge burst (especially with a 2h weapon).
I mean you can prefer the weaker option, no probs, but it doesn’t changes the fact it’s weaker.
Obsidian Tremor builds are technically melee, you need to be very close to bosses to shotgun them and you need to shotgun them to deal acceptable dps.
If Total Speed sounds too much then add equal bonuses to Cast Speed and Attack Speed to all these components. We have components are giving us - OA, RR, Crit Damage, resistances, DA and HP so I think its fair to ask that these components benefit both melee and caster builds with their speed bonuses