Next Thing Discussion

Ohhh there are a bunch of weapons like this which have dual typing but convert one to the other.
Always wondered what the point of these is… :thinking: :grin:

There also are weapons like this one for example

that could make good use of added dual typing.
In this case added lightning % dmg.


On another note I would like to ask for a buff to the defiler class.
I think it’s well known by now that this class struggles (outside of very few builds) compared to the others.

To help defiler a bit with it’s lack of damage I was wondering if it would be possible to add % chaos/fire damage to master of death.
These damage types would also fit the theme of defiler & add some needed fire power to builds like this one as example:

Barely 2,8k chaos % WITH DG + Abom up isn’t much at all… now factor in that both wont be up all the time & things look even worse.

Also at least one armor that does that like Dawnshard. I don’t mind it too much but grrr… it’s a bit of a slap to start with flat that is of the type to be converted. Just start with the intended goal conversion type.

Cindertouch gloves used to be that way irrc…so maybe there’s hope yet!

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I would also very much like town dummies to have major resist profiles for nemesis/super bosses. Keeps the damage testing people are going to figure out anyway without worrying about the survival part that can change with 1.2

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when Z says kill the time metric he’s been referring to not simply making Celestials a binary tank and spank fight, so it’s not just about buffing their health/defences to artificially “inflate” that time metric
Celestials in their current state was never intended, and been mentioned many times that Celestials were not supposed to be a build metric nor supposed to be handled by “every” build, but a special optional challenge that a subset of builds could eventually clear.
So not only has Celestials become accessible to too many builds from the original idea, it’s also become too simple in terms of regular stat check then tank and spank approach. Which has been an “issue”/mentioned couple of times in the past too when Celestial as build performance metrics had been used and used as argument to buff other builds. Z has then lately been alluding to changing up the boss design a little, to not make it as static and simple facetank only with an “avg” stat check, but force the player to actually play the fight if player decided to engage in that optional challenge encounter.
How those alluded changes will manifest waits to be seen/“confirmed” ofc

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an addition i’d like to request/have included is to allow “ammo”/“bolts” components to be slotable on shield

there is some decent “caster” oriented shields out there now, but we can’t use the caster granted skill components with them (unless we slot a pistol),

i think being able to use greater fireblast/icespike etc with shields during early levelling would be neat. - doesn’t have to be changed to include slots on melee weapon too
Would also “fit” with the later/endgame cast skill components that can be slotted to shields too, like Stormfire etc

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I was fooling around with a meme Elemental Spellbinder pet build and these lvl 65 gloves were the best fit for great bonuses to IEE:

Empowered Marauder Gloves because they give bonuses to IEE which any Arcanist pet build will need.

2 things:

  1. Why only Empowered? Could get this set get mythical version for better armor values?
  2. And shamelessly suggest that since elemental conversion from vitality for pets can’t reach 100% with the 2 items available, add 15% to gloves in pet bonuses. That’s not going to happen but:

There’s definitely a gap for pet gloves with bonuses to elemental damage and/or IEE and no other detrimental conversion. Most gloves convert away, and the ones that don’t - do not add much of relevance.

Maybe add a yellow (Magic) or faction pair of gloves for this?

not sure why that posted to me?
but on that subject i wouldn’t necessarily agree that +3 iee is worth losing pet bonuses for tho, you’re trading valuable stats for a few ranks into flat dmg

Oh, I must have replied to you by accident. Oops.

But other relevant gloves don’t really give % pet damage (some speed). Most are defensive.

So IEE and EB end up giving more damage and crit to pets, in this case, as well as a useful player resist.

pet resist and total speed etc more important, imo ofc

Speed is already over 100% so…it’s a pretty close call for 5% more damage or 5% more speed.

Edit:

But the my greedy post was asking for extra pet stats in addition to the skill bonuses :grin:

pet speed isn’t capped at 100, so you keep gaining

1% speed increase would have the same dps increase at 0 % speed as well as 200% speed

Ok, for pure flat - this speed - you are absolutely correct! , but not for dot…which factors in quite a bit here. I was confusing it…and I appreciate your guidance.

Anyways, it is a bit OT. Need generic elemental pet gloves.

more something for an eventual grim dawn 2

on mouse over on items, skills and devotions, have a rebindable key to show stats from the latest patch

I’ve tried converting Vitality to Elemental for pets, including maximizing Reap Spirit, and it always ended up being a disaster. I think the better solution is to increase the Vitality to Elemental conversion on the amulet and add a resistance to it (seriously, why does it have no resistances on it at all?) to make it a more palatable choice.

Gloves are a particularly sore spot for pets, there being only 1 pet gloves that grant pet resistances (and that has Soldier bonuses to it), but the yellow Embersigned Gloves are perfect for petmancers if you can get a Taskmasters or Wild/Caged Souls affix, since it provides valuable Physical resistance as well as those needed pet resistances.

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I had been asking for a mythical marauder set for ages alongside mythicall will of fate, until the latter got added. To my shame I still havent built a character around it, as it is such a cool weapon, so I’m not yet qualified on this particular topic.

I do support that dootbinder concept, and more vitality to elemental conversion and more pet resists. Not everyone is a cabalist with inbuilt 100% poison resist and 30% elemental resist to all pets!

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Question: who made celestials a build requirement hmmm? Or time for that matter?

No matter what anyone says, this will always be the root question. I am in no way trying to pick a fight here but am simply pointing to how I perceive the current state of the game.

If I take the question(s) above they lead me to how we got here in the first place. That’s fact IMO. In addition, most, if not all suggestions are being made with those things above in mind.

Frankly, I don’t know why I bothered to post anything. Perhaps it was some misguided hope that other things might get some changes instead of just trying to make everything viable or to meet metrics that are now causing issues big or small.

@Boromonokli “… alongside mythicall will of fate, until the latter got added. To my shame I still havent built a character around it, as it is such a cool weapon, …”

I would suggest Fire Sorcerer/ess, 3/4 Mythical Justicar set (without the helm)…

i mean… you are going to get changes?
exactly because the current state of meta is “violating” the intended design of celestials
as for who determines what is what, that’s part player and part devs; players want something and push for it, devs might push back if they disagree too much
Crucible gravitating towards a time meta was pretty much only ever natural with the format and early concessions sorta establishing that it was timer centric mode
time has so far not been a “established” performance frame for SR, tho it is being pushed lately on the meta front from players, tho so far doesn’t seem like it’s been an big concern from balancing; we even got timer rewards reduced quite a bit, and time is obv useless above 75 anyway
and if you’re not a meta gang, using a semi uniform standard as basis of measurement makes it a lot easier to balance stuff i’d imagine, ie makes it easier to buff and help unviable stuff. Which is also why we’ve seen more buffs than nerfs over time.
So the meta gang existing doesn’t hamper the non meta gang, but helps it, so there isn’t really that big drawback in the general sense necessarily, but if it leads into unintended consequences, like Celestials measurement stick, then measures can just be taken to get that part of the game back to its original design/idea; which is then what we’re getting (plus some other changes along with)

TLDR; timer metrics isn’t inherently a bad thing for the game, because one way or another, in the end, it can be controlled by the devs for the parts they deem it fit or unfit to be used. Meanwhile non timer players don’t suffer for it anyway

sorry, it WAS such a cool weapon. It’s passthrough is gone, thanks to shifting the mechanic into (mainly) WPS-es, that the sorcie has no easy access to.

Sigh. I don’t know.

nvm, an arcaneweaver can and probably should replace it, although the whole point would have been to make a cool sorc with this gun.