Please use the thread to detail what you find to be the worst constellations and why. It’ll help the devs, as well as the mod ceno and I are working on. Thanks.
Hourglass constellation. Expensive, bad proc, bad stats. Worst offender.
Please use the thread to detail what you find to be the worst constellations and why. It’ll help the devs, as well as the mod ceno and I are working on. Thanks.
Hourglass constellation. Expensive, bad proc, bad stats. Worst offender.
Revenant kind of sucks. The attack speed and damage to undead is nice, but the lifesteal mechanic iteslf is in need of a buff, so the lifesteal granted by Revenant won’t do much on ultimate. The 8 chaos requirement is fine, but the skeletons spawned by the active move sooo slowly. I’m fine with them spawning on player kill because it promotes hybrid builds, but they are useless against bosses which don’t summon adds and they require huge investment in +total speed for pets to be useable. If they were sped up significantly or provided some sort of utility beyond movement speed slow (like an aura which strengthens for each skeleton on the field), they would be much more attractive.
Messenger of War could also use a small buff. % damage reflected could be boosted as well as the armor.
Ghoul could use a big buff. As mentioned above, lifesteal just isn’t good. Give the player flat vitality decay damage in ghoul and buff the active to activate at 50% or 60% health.
Blind Sage should require 15 instead of 18 eldritch (in fact, 15 should be the highest requirement for any constellation)
Mogdrogen the Wolf should give pets flat bleed damage, either passively or via the active
Wolverine needs a buff. It only provides meager retaliation bonuses and DA. It needs to provide some resistance to pierce/bleed as well as doubling the DA values or providing armor, armor absorption, or % armor increase
Not sure about about everybody else, but IMO the Dryad constellation celestial power is kinda…crappy. At least on higher difficulties.
Also, Ulo’s constellation power has a long ass cooldown for what it’s worth.
EDIT: I also would like to add that there is a lack of constellations focusing solely on Order affinity. I find it odd that there are 3 constellations that requires high amounts of Primordial, while there is none requiring Order affinity higher than 8, meaning that it becomes sort of pointless to invest on constellations that adds Order affinity once you have 8 Order.
The higher tier constellations that requires Primordial and Order affinities should be readjusted to that Order also becomes important to invest.
Hourglass would be reasonably fixed moving it to tier two and giving it a 6/4 requirement split and a +2 or +1/1 bonus. This would also address the anomaly of there being three T3 constellations with Red/Blue requirements as opposed to two for each of the other combinations.
Assassin’s blade.
Not because of the power itself - which is actually pretty good - but just because of the ‘on critical attack’ requirement. It will very seldom proc on bosses, which is where you really want it, and lesser monsters just die too fast anyway for the effect to be noticeable.
Having some kind of extra mechanic, like physical/pierce damage is copied from other targets to the marked target, would also make it a lot more useful rather than just a filler const to abandon once you have access to higher tier ones.
Keep it coming. I’m making a list.
Mmm… personally, I dislike how there is no good offensive devotion in T3 blue/yellow, yet blue in general has the best support of early devotions for most magical procs, with the exception of poison and chaos being covered by green/purple.
I also think we could stand to just have more T3 devotions in general to aim for, perhaps at the condition of making them truly exclusive from one another, meaning that you have to know what you want to get above all else, rather than us having this weird optimization case where you can potentially get 2-3 T3 devotions in a single build (Looking at you super stack of reds+blues).
It would also let you buff them a little bit, making them feel more powerful and interesting.
Also, just a change for Panetti builds that I think they would love, perhaps have Blind Sage have a bit of Aether damage in the proc and on one of the nodes? Would allow Aether to have a non-defensive T3 devotion (Or, at least a T3 devotion that doesn’t require you to get hit to proc).
The most obvious are:
“Chariot of the Dead” - It has tiny OA bonuses and the worst chance to proc skill in the game.
“Dying God” - The constellation itself is actually not that bad. But “Hungering Void” is pretty bad. As the skill progresses the health lost actually increases which I feel should work the other way around. etc etc.
+++ Hourglass. Nothing really catches the eye as much as this one
First of all, I think this topic needs a lot more love, especially since I know the devs are wonderful people who actually take their time to read these kind of threads.
The worst constellation of them all is undoubtedly Aeon’s Hourglass. Let me provide a more articulate description of why I think this constellation is absolutely the worst:
When you look at the bad T3 constellations in GD, you can at least guess for what kind of builds / class combinations they can be circumstantially good. For example - Leviathan (Spellbreakers); Mogdrogen (hybrid pet bleed tricksters or conjurers); Empyrion (Commando and/or Elementalist).
On the other hand, Aeon’s Hourglass is not good for any build…at least not good enought to justify the enourmous investments it requires. The triple stat buff and 50% slow resistance seems to suggest that the devs wanted this to be a constellation for sorcerors who kite a lot. The Time-Flux Band, however, does everything Time Stop does without actually requiring you to cripple your build.
My suggestion is simple: increase the radius to 10 meters and put the proc at 5 second Skill Recharge Time at level 1 / 2 seconds at level 10. Since nemeses and bosses are immune to slow, it doesn’t really make the constellation overpowered anyway.
Alright I did some work on crab and hourglass.
I don’t believe all procs need to be strong, just good enough to not feel like crap. I like that some constellations can have no procs, some can have weaker procs but nice stats on nodes, and some can have really good procs and a bit less useful stats on nodes. Etc.
Can someone write in detail everything they think is wrong with Light of the Empyrion? Both the raw stats it gives and the proc. Too tired to think atm.
Hmm. I was thinking of using it for the proc to stack with all my other heals.
IMO the proc chance is too low now after Crate increased it’s cooldown. It should either have it’s cooldown lowered to 2-3 secs, or the proc chance increased to 50%.
Another idea I had a few months ago, is to make the Light of Empyreon a On Hit/Crit proc instead, making the light ray fall into the enemy you hit/crit, rather than on the player, and be able to attach it to attack skills (I.E Fire Strike, PRM, Forcewave, etc.) instead of auras.
I have taken and worked on most of what was listed here asides from some of what i disagreed with…
Ulo needs a rework. It is killing my soul. I think I’ll just move it’s purging skill to an item so nobody needs to be restricted into building toward this thing. I don’t even feel I can add regen which would thematically make sense because it’s RIGHT NEXT TO A REGEN TREE. Actually I’m going to try something now… but god this constellation turns me off.
There is no reason Ulzuin’s Torch, Spear of the Heavens and Abomination don’t give flat fire, lightning/aether and poison damage like the constellations on the right (Leviathan, Oleron, Unknown Soldier). While we’re at it, Dying God should give flat vitality, for the sake of consistency, but it doesn’t matter that much.
Light of Empyrion is just bad. The skill is useless, the nodes are bad (a node in a constellation with an 18 requirement should not be worse than a ring augment).
I imagine the intention was to make some constellations more caster oriented and some more weapon based but yeah, I generally agree. We’re going to tweak constellation costs and affinity rewards at some point too though.
Before I get into constellations that haven’t been mentioned (much) yet, I have to add my two cents on the hourglass. On my AAR sorceror I built towards spear of the heavens and since the requirements are practically the same I took hourglass as well. While there are some nice resists and stats on the nodes, nothing fantastic but decent enough, the skill might as well not exist. It won’t work on heros and bosses where you need it (the whole boss CC immunity needs to be looked at imo, but that’s for another day) and trash has died before the slow has even kicked in. I’m thinking about removing the point from it entirely and picking up a % health node instead.
Now onto my pet annoyances:
Spear of the heavens: the nodes are fine but damnit the skill is rubbish. Even after attaching it to vindictive flame to get 100% chance on being hit (which seems unintentional but whatever) it’s very mediocre. That’s because the damage is split between two types that barely synergize, lightning and aether together are at best average, no matter how many items and skills are in the game that carry both. Then it has a second of stun, more like half a second on ultimate and of course if doesn’t work on heros and bosses. It has a radius but to be honest it’s barely big enough to hit two zombies that are hugging each other. All in all this skill is a big disappointment. Give it a debuff, give it more damage, give it damage types that synergize.
Fissure: this is a good idea but badly implemented. In the lower levels critters often walk right past the fireballs, it needs to be max or near max before the projectile spread becomes acceptable. My suggestion would be to make the radius of the projectiles much larger and let the stun chance rise with the skill level.
Ulzuins torch: have you tried using this in indoor maps? Hits more walls than floors. I thought, before I had tried this one, that it would be devastation with different damage types, but it’s not. The projectile paths are angled, which after having used devastation extensively makes me yell at the screen in frustration. It misses more than it hits and that makes me sad. And using it in corridors… ugh. Also someone else mentioned that there is no flat fire damage on the nodes.
Ghoul: it’s shit because ADctH is shit in ultimate.
Ulo: cooldown is too long, radius should increase with skill level. The slow … CC immunity once again, should be replaced with something that actually works on bosses. Also, is there anything in the game that actually deals life/energy leech damage? That node seems pointless.
Dying god: same as spear, decent nodes but mediocre skill. When you’ve reached the skill you’ll have at least 500% vit/chaos damage already and that’s without the bonus from spirit. So why is there % damage on this? It will barely add actual damage. Minor annoyance is also the life cost mechanic. While it’s fairly insignificant in terms of damage it’s the fact that it blocks constitution that annoys the shit out of me.
Blind sage: requirements too high. Never used it. I don’t think there should be higher requirements than say 8/15 like ulziuns torch. 10/18 is taking the piss.
Amatok: nodes once again good but blizzard is very average. I tried this on my spellbreaker but once you get whirlpool you will wonder why blizzard exists. And remove the constellation, like I did, to get some more health.
Chariot of the dead: I feel devs nerfed this into oblivion.
That scythe thing down there: I have not even considered using this one. Why is it even there? I don’t get it.
Crab: same thing.
Gallows, Wraith, Hammer: outclassed by other constellations that offer the same completion bonus. Outclassed badly. Things like viper, sailors guide, etc offer things that are still useful in late ultimate and that’s why I use them.
I have now addressed almost all of the above, except for some minor spots where either Ceno or I disagreed.
I’ve had mixed success with the Revenant. Overall I think that since the proc is mostly ideal for general mob clearing, at least some of the passives should be designed to help the player out against specific bosses that don’t summon adds.
The Harvestman’s Scythe is actually a good filler constellation for some of my builds, I never actually complete it though. The final nodes need a boost to be worth it.
Blizzard is actually pretty good, simply because it’s extremely cheap to get (4 eldritch/6 primordial cost, 4 node requirement). I never complete Amatok these days though.
My problem with constellations in general is how node quality is handled. Most of the time you are looking for specific bonuses, and that means you are interested in specific nodes (especially ones with devotion procs), not constellations in general. In the end you mostly complete a constellation only when it’s convenient or when you are stacking ascendant/chaos/eldritch/etc. points, and usually you just pick one of the low tier/low node constellations to meet high tier ascendant/chaos/eldritch/etc. constellation costs anyway.
I think nodes that complete a constellation (especially out-of the-way nodes) should be significantly stronger or offer much rarer bonuses than other nodes. Implementing that should be the first step if you’re trying to balance constellations.
Let’s look at “Rhowan’s Scepter” as well. It’s pretty much dismissible by most builds. Even if I were going physical I probably still wouldn’t take it.