IMO; this is because of the general RR nerf. Even though monsters has now %5 less resistances, the amount isn’t equal. And since the devo RR’s didn’t take any hit so Z wanted us to stop worrying about resistance overcaps and be more free while creating devotion paths.
So… you mean to tell me that Old Grove is just Devil’s Crossing’s junkyard with a meme item in it.
Come on. That sucks.
I spent forever anticipating this thing, literally years. Now - nothing.
Yes. Yes, it is.
It’s not changing so may as well accept it
. Rest of the update is solid, so I don’t see any reason to complain because of 1 small thing.
Fine… be captain positive. It seems a lot more of those types are needed.
If somebody can explain to me the Aura of Conviction on Myth Grasp of Unchained Might and the +Physical Damage to it, it would be great.
Because Aura of Conviction has innate % physical damage now.
Yeah, thanks, but that was part of my question.
What’s there to explain? It supports physical damage now because devs wanted that to happen.
Rest in peace, Wildblood Ritualist. It was my #2 build for ages (yeah, time for the big reveal haha), extremely idiot proof, madly powerful. I could literally just stand in front of Ravager and spam Vines + left click and he’d die because I’d heal up to 100% in a fraction of second lol.
But with so many direct & indirect nerfs (vitality reduction reduced, vitality devotions nerfed, Wildblood itself nerfed)… I guess it’s time for it to go.
My Warder loves the buffs, but he’s still not viable. I mean, the second you get Rashalga as 60-70 SR as a boss, you can slam the “quit” button. Without any means to project his damage in a ranged way (the way Wildblood could stack vines for ridiculous damage) , he remains as RNG based (on dodging certain foes) as always, no amounts of buffs can change that. Tho I do like the fact that he can get Menhir now, absorption and extra regen WOOHOO! Tree of life buffs! 16k peak regen per second moving to 18k or even more. Awesome. The augument buff also buffs warders indirectly: they can go for other devotions now because they have easier time getting their overcaps with gear.
My #1 build got ridiculously buffed directly and indirectly. I’m pretty sure after 2600+ hours I put into this game it’s the number 1 build in the game. Not even kidding, it’s that good. And I’m not telling what it is, of course. But to have it buffed… wow, is it under the radar like that? HUH! Great 
Poor Wildblood tho.So many years of staying on top and he finally falls from grace. R.I.P. 200k+ lifestealing huge AOE DPS from vines alone (lol. How on earth did it dodge nerfs for over a year!?!?!?! can’t complain, loved it).
The people lamenting on the Wildblood changes here need to stop being overly dramatic about it and actually provide some details on how it plays after the change, possibly with some adjustments to accommodate for the several changes elsewhere if better options exist now.
Coming in here to say that the numbers look worse and your character is dead doesn’t do anything for Crate - they literally and specifically need to know your experience with playing it like if you think it clears too slowly now, you think it’s too squishy etc. and in what environment - the more detail the better. If they think it’s not in a good position (e.g. measured by Crucible clear times/SR depth clearance/campaign farming capability) following the changes, they’ll consider reverting some of them.
It’s the same every update - you won’t see any change reverted without testing it first and reporting with first-hand experience, it’s that simple.
Couldn’t tell.
For how often you bring it up on the forum, you sure seem hellbent on someone digging it up, but a proverb about a tree in the woods comes to mind…
Man I couldn’t agree more. #golfclap
@Zantai: is it possible (game engine wise or anything else) to have block chance apply to a 2h weapon now that Menhir’s Bulwark can now support 2h retaliation? Maybe at 1/3 it’s value with no recovery or something? Would be cool to use on block devo procs that would be otherwise unavailable. Not looking for it to be a dmg reduction source. It shouldn’t trump shields but would be a neat alternative.
Haha, that’s the name of the game! 
But I did reveal the #2 tho… when the hammer fell.
Do I gotta have FG expansion to get the new areas?
I don’t quite understand the new Maul devotion (Bear).
-Armor% - isn’t that generally ineffective because monsters don’t have a lot of armor? IIRC even Celestials don’t have much, a couple thousand or something. Compared to hundreds of thousands a physical attacker like my Warder does… doesn’t bring much, am I missing something?
The rest seems more like an earlygame/untwinked way to heal if you intend to play a physical attacker, sort of a gimped Wendigo?
Anyone willing to elaborate on this change?
Flat NON-CONVERTED Physical sources get calculated separately and thus, reduced by armor separately. That’s why armor reduction is good for physical builds that don’t use conversions.
Thank you! I get it now.
I might try it out in place of Korvaak’s constellation, but it will require quite a bit of devotion remodelling.
Korvaak is one of the few things that can stop an Arcane boss which you missed in a mob from screwing up your life in SR70+, though. The non-stop spam of petrification nicely disables those. Still not sure if it will be worth the trade.
I do love the toughness of my buffed Warder. His effective HP went up by like +50%! wow. And the ton of extra regen on top of the ton he already had… and the damage buff from break morale being stronger… so nice. He’s still not an AoE monster, but he sure does survive. And it’s so comfy too. Aetherfire ground effect? who cares! I outregen it haha.
I’ve noticed that Aura of Censure, Raging Tempest and Vulnerability got the expected 5% elemental RR nerf to compensate the lowering of enemies’ resistances. Thermite mines got a 10% ele RR nerf instead, which is twice the expected value. Is that intended?


