Damage Over Time Changes - Part 1
Finally double dipping is gone.
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NICE!!! Another huge nefert !!! All player must have trash char(1hour minim fight at boss) ,this is the path of ggg team!!!
A KING JUST BORN !!!
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About the banner art for this announcement... What helmet does that guy have on? It looks pretty.
Cheers to those whose friends have moved on to other games...
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As I understand it, ignite damage will be increased in 3.0
Does that mean there will be an "ignite damage" category, like burning damage? Since ignition deals burning damage, but not all burning damage (f.e. RF) is caused by ignition. Or is burning damage going to be buffed? |
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Quick question...
So fire damage will still scale ignites yes? Does scaling crit also affect the ignite as well? If I do a full conversion to fire and stack fire and crit damage, I just want to understand how the ignite itself is actually affected. Thanks for the work guys! |
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Incoming even stronger low life Righteous Fire builds. Hooyah more multiplier!
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I for one fully support this change. At least the part about making the damage of these secondary sources calculated from the base damage of the triggering skill. It should have been like this from the start. However the other changes, double initial damage and increased passive dot values etc, sound horrifyingly similar to the notes that went along with the removal of shotgunning, both added to stop the fanbase from turning Australia into Atlantis 2.0. Anyone remember incinerate? The way to increase build diversity isnt to make popular builds less fun to play.
For that matter build diversity mostly seems to be an issue with developers, all developers not just GGG. The stats show that poison/bleed/ignite endgame builds made up a disproportionate percentage, but do the stats show that those players were unhappy? I didnt play one of those last time and I wouldnt even have know about the percentages if you didnt mention it. You've made a great game, now let us play it. Before the current league started, I made a list of 10 endgame builds I thought would be fun to try out. Two of those were poison based and one was an ignite. If you had made these changes before Legacy League that list would have gone from 10 to 7. I'm no expert but that seems like the opposite of diversity. Edit: Actually it would have gone from 10 to 8 since it seems that essence drain would be getting a boost in damage from these changes as long as you use a decay weapon instead of a Consuming Dark... Is this the final nail in the coffin for Consuming Dark? Discuss. For that matter is it also the third and final strike for Incinerate (shotgunning, chaos conversion nerf, double dipping)? Last edited by KateM#4409 on Apr 27, 2017, 11:39:15 AM
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" I don't agree with this. |
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" Scorching ray doesn't hit, so it'll likely just stay the same. Unlike ignite, they'll probably leave it as scalable with spell damage. Doable, since they are technically separate categories of burn. Double dipping only ever referred to instances of dot which have their damage set by an initial hit (e.g. poison, bleed and ignites). This does not apply to shit that already has a listed base dot to begin with (e.g. Essence Drain, Caustic Arrow, Scorching Ray). Last edited by DeviantLightning#7374 on Apr 27, 2017, 11:50:04 AM
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gg double dipping players
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