There are/could be some niche builds with:
Burn Dmg + OFF,
Where you apply OFF and its huge fire RR and use the split second of freezing to apply your burn dmg. This could be fun and would not at all be OP.
Though its rly hard to pull off, due to the cast animation of OFF.
My suggestion therefore: Please delete the cast animation of OFF, just like you did with war cry.
I think the War Cry buff is absolutely huge and other secondary skills like OFF/Judgment could be similarly nudged along to help keep them up to speed… especially how the freeze mechanic works.
Perhaps the other consideration would be Internal Trauma damage boosted by OFF?
i’ll be the needless contrarian
i really feel war cry lost a lot of “feel”, and would really dislike it being the norm/widespread
“huge” gripe/“sensation is off” element is also just FX dissonance now, cast war cry and the centre of the FX will be like “metres” behind because you simply outpaced it so fast/easily, which feels strange.
Judgment in particular is a skill with lot of “weight” to it, probably also in part because of teh reverse ragdoll, so if that became completely weightless it would probably feel that much tamer/off to use, besides just visually (having enemies suck in 3 metres behind you because you casually walked during cast)
Agreed I don’t like warcy losing animation at all. In fact I thought my game was bugged before reading patch notes for it cos it felt so jank and weird
This, or physical AAR, just feel amazing with new War Cry, but I don’t think Judgment or other skills should work like that either.
I think it makes sence on War Cry since it’s used primarily as a debuff/support skill, and while it can deal some damage that’s not the focus of the skill, as in Judgment or other skills may apply some debuffs on the form of DA shred or others, but they’re still damaging skills. In the end it might be just semanthics but I think it’s still relevant: War Cry is a debuff skill with maybe some damage, while Judgment is a damaging skill with some debuff; the instant cast feels logical for the first one but not for the latter, in my opinion.
OFF on the other hand is a particularly weird case. I’m not sure if tech-wise is possible for it to apply damage/debuff regardless of freezing the enemy (in which case, the fire RR should be tuned accordingly), but if that’s not possible, I don’t see a way for it to be more than a glorified trash mob control skill (a great one at that, but useless outside of that field). Hopefully it can get be updated in some way to be at least a bit more useful; right now, the only semi-viable build I can think of is fire FoI Mage Hunter using Mageslayer set, but even then it should be meme tier (I’ll still play it eventually tho ).
does a freeze res check first before applying dmg or RR debuff, if freeze immune no dmg, not even a devo proc at 100% chance will occur, simply fails hitting.
If freeze resistant dmg tick and RR will be reduced in duration, leading to a scenario where you get only the frostburn from Absolute Zero rolling for more (since as true dot it doesn’t wear off when OFF ends)
Oh really? I thought it always did the main damage, regardless of freezing. (I do know it applies the damage before the debuff.) That makes it even worse than I thought
you can easily test this on warden krieg, he’s not freeze immune in p1, but has 148 freeze res in p2, making him freeze immune even at hardcap OFF iirc
you can then double check the hit pass/fail interaction aside from no dmg, by trying to tie a 100% chance devo to OFF, devo will never trigger in p2 (as long as you have 0 adds around/no trash getting hit ofc)
*since it’s faster/easier than modding dummy with fixed varying freezes res
dmg and RR is linked/tied to the same debuff, think of it as siphon souls, or Word of Pain. Since debuff duration, ie skill/oFF itself, is then relying on enemy freeze res, enemy being frozen or not effectively controls debuff duration instead of purely time. So Word of pain/siphon souls stops ticking dmg earlier than innate duration, if/when “debuff” ends/frozen state is cut short by XY freeze amount reducing OFF <100%
6 sec duration = 100% OFF, then 80% freeze res = OFF 1.2 sec, or 1 dmg tick/100% effect *0.2
that’s why it’s paramount enemies do not have over 140? freeze res, since then they can’t be brought below 100res to even get the initial OFF/pseudo dot debuff/“siphon souls” hit
yea, like i said it does a freeze check first
how it does that, or how it does that check without even passing/doing a base hit check(no devo triggered) i’ve 0 clue mechanically, but its confusing interaction is highly evident in practice when testing