1.0.1 Patch Notes

"

Really? Molten Shell does no damage and is never used as a primary damaging ability. Enduring cry is never used as a way to buff attacks (i.e. discharge). Nope, they are only ever used defensively.



Molten shell is not a viable primary attack because if you face enemies that only deal elemental damage, you are stuck with an attack that deals no damage.
Yes i will argue that molten shells main usage lies within its defensive capabilities.
Last edited by gh0un#3019 on Nov 12, 2013, 9:11:15 PM
So will there be a passive tree reset? really hoping so!
So will there be a passive tree reset? really hoping so!
"
AboveAverage wrote:
CwDT should be

Level 1 - procs when 50% of health pool has been subtracted.

Level 20 - proces when 30% of health pool has been reached

20% quality - removes another 10% so at level 20+20%q the gem procs when 20% of your healthpool has been removed.

You heard it here first. A balanced option.


Agree completely!
IGN: Aleep,Fly_Toy
"
gh0un wrote:
If there was atleast a way to cast stuff like enduring cry and molten shell manually without triggering the cast animation, then im sure a lot less people would care about the codt mechanics change.
There is just no way to cast them manually without being slowed down by the cast animation, not only making it feel sluggish, on top of that it kinda defeats the purpose of these spells.

Molten shell is supposed to be a defensive spell, but the nature of casting animations (and the fact that molten shell only prevents a small amount of damage per use) makes it impossible to use without defeating the very purpose of the spell.
If you stand still to cast it, you will either take damage, or at the very least be prone to taking damage, thus immediately losing the defensive bonus you just got.

If defensive spells like these were actually instant cast on manual use, then using all of them manually during regular combat would be viable.
Not only is this not the case (they are not instant cast on manual use), on top of that no one really has enough skillslots in their skillbar to accomodate all these defensive spells.

As long as these core limitations are in place (skillslot limitation, casting time defeating the very purpose of these spells and feeling sluggish on top of that), codt will always be the one and only viable option to use all of these defensive mechanisms at once.
Regardless of how much they nerf codt, as long as it circumvents these core limitations, it will be used by everyone.
GGG doesnt realize that the reason why codt is being used by everyone is not due to it being OP, but due to the fact that the regular way of using these defensive spells is lackluster.

Codt actually exposes that several mechanics in this game are actually very lackluster.
1. The skillbar does not have enough slots.
2. Casting animation on defensive mechanisms defeat their very purpose.

Nerfing codt wont change this fact. It wont create additional diversity.
Even after this nerf everyone will use codt, because it still gets rid of these core limitations.
Whats the next step? Even more nerfs until the gem isnt circumventing these core limitations anymore?
Fixing the problem at its´ root is what needs to be done to make codt an optional gem (instead of a mandatory one). Fixing 1. and 2 is what needs to be done. Currently codt fixes those two issues all by itself. It creates additional hidden skillbar slots and it removes the casting animation.




+1
"
gh0un wrote:
If there was atleast a way to cast stuff like enduring cry and molten shell manually without triggering the cast animation, then im sure a lot less people would care about the codt mechanics change.
There is just no way to cast them manually without being slowed down by the cast animation, not only making it feel sluggish, on top of that it kinda defeats the purpose of these spells.

Molten shell is supposed to be a defensive spell, but the nature of casting animations (and the fact that molten shell only prevents a small amount of damage per use) makes it impossible to use without defeating the very purpose of the spell.
If you stand still to cast it, you will either take damage, or at the very least be prone to taking damage, thus immediately losing the defensive bonus you just got.

If defensive spells like these were actually instant cast on manual use, then using all of them manually during regular combat would be viable.
Not only is this not the case (they are not instant cast on manual use), on top of that no one really has enough skillslots in their skillbar to accomodate all these defensive spells.

As long as these core limitations are in place (skillslot limitation, casting time defeating the very purpose of these spells and feeling sluggish on top of that), codt will always be the one and only viable option to use all of these defensive mechanisms at once.
Regardless of how much they nerf codt, as long as it circumvents these core limitations, it will be used by everyone.
GGG doesnt realize that the reason why codt is being used by everyone is not due to it being OP, but due to the fact that the regular way of using these defensive spells is lackluster.

Codt actually exposes that several mechanics in this game are actually very lackluster.
1. The skillbar does not have enough slots.
2. Casting animation on defensive mechanisms defeat their very purpose.

Nerfing codt wont change this fact. It wont create additional diversity.
Even after this nerf everyone will use codt, because it still gets rid of these core limitations.
Whats the next step? Even more nerfs until the gem isnt circumventing these core limitations anymore?
Fixing the problem at its´ root is what needs to be done to make codt an optional gem (instead of a mandatory one). Fixing 1. and 2 is what needs to be done. Currently codt fixes those two issues all by itself. It creates additional hidden skillbar slots and it removes the casting animation.


yeah... that's the main reason I go for that gem at first place, otherwise my defense works fine without it too, just a bit more risky without CODT. Running into a necro magic pack of monsters, really have good benefit with CODT, especially melee builds.
"
"
gh0un wrote:

If there was atleast a way to cast stuff like enduring cry and molten shell manually without triggering the cast animation, then im sure a lot less people would care about the codt mechanics change.
There is just no way to cast them manually without being slowed down by the cast animation, not only making it feel sluggish, on top of that it kinda defeats the purpose of these spells.

Molten shell is supposed to be a defensive spell, but the nature of casting animations (and the fact that molten shell only prevents a small amount of damage per use) makes it impossible to use without defeating the very purpose of the spell.
If you stand still to cast it, you will either take damage, or at the very least be prone to taking damage, thus immediately losing the defensive bonus you just got.

If defensive spells like these were actually instant cast on manual use, then using all of them manually during regular combat would be viable.
Not only is this not the case (they are not instant cast on manual use), on top of that no one really has enough skillslots in their skillbar to accomodate all these defensive spells.

As long as these core limitations are in place (skillslot limitation, casting time defeating the very purpose of these spells and feeling sluggish on top of that), codt will always be the one and only viable option to use all of these defensive mechanisms at once.
Regardless of how much they nerf codt, as long as it circumvents these core limitations, it will be used by everyone.
GGG doesnt realize that the reason why codt is being used by everyone is not due to it being OP, but due to the fact that the regular way of using these defensive spells is lackluster.

Codt actually exposes that several mechanics in this game are actually very lackluster.
1. The skillbar does not have enough slots.
2. Casting animation on defensive mechanisms defeat their very purpose.
Nerfing codt wont change this fact. It wont create additional diversity.
Even after this nerf everyone will use codt, because it still gets rid of these core limitations.
Whats the next step? Even more nerfs until the gem isnt circumventing these core limitations anymore?
Fixing the problem at its´ root is what needs to be done to make codt an optional gem (instead of a mandatory one). Fixing 1. and 2 is what needs to be done. Currently codt fixes those two issues all by itself. It creates additional hidden skillbar slots and it removes the casting animation.


+1
Last edited by Valkoon#2278 on Nov 12, 2013, 9:17:17 PM
More than 100 pages about one gem. It was a nice gem!
Just adding something to my post from earlier.



"
"
If there was atleast a way to cast stuff like enduring cry and molten shell manually without triggering the cast animation, then im sure a lot less people would care about the codt mechanics change.
There is just no way to cast them manually without being slowed down by the cast animation, not only making it feel sluggish, on top of that it kinda defeats the purpose of these spells.

Molten shell is supposed to be a defensive spell, but the nature of casting animations (and the fact that molten shell only prevents a small amount of damage per use) makes it impossible to use without defeating the very purpose of the spell.
If you stand still to cast it, you will either take damage, or at the very least be prone to taking damage, thus immediately losing the defensive bonus you just got.

If defensive spells like these were actually instant cast on manual use, then using all of them manually during regular combat would be viable.
Not only is this not the case (they are not instant cast on manual use), on top of that no one really has enough skillslots in their skillbar to accomodate all these defensive spells.

As long as these core limitations are in place (skillslot limitation, casting time defeating the very purpose of these spells and feeling sluggish on top of that), codt will always be the one and only viable option to use all of these defensive mechanisms at once.
Regardless of how much they nerf codt, as long as it circumvents these core limitations, it will be used by everyone.
GGG doesnt realize that the reason why codt is being used by everyone is not due to it being OP, but due to the fact that the regular way of using these defensive spells is lackluster.

Codt actually exposes that several mechanics in this game are very lackluster.
1. The skillbar does not have enough slots.
2. Casting animation on defensive mechanisms defeat their very purpose.

Nerfing codt wont change this fact. It wont create additional diversity.
Even after this nerf everyone will use codt, because it still gets rid of these core limitations.
Whats the next step? Even more nerfs until the gem isnt circumventing these core limitations anymore?
Fixing the problem at its´ root is what needs to be done to make codt an optional gem (instead of a mandatory one). Fixing 1. and 2 is what needs to be done. Currently codt fixes those two issues all by itself. It creates additional hidden skillbar slots and it removes the casting animation.


By nerfing it numbers wise, GGG will achieve nothing. Everyone will continue to use it.

Imo, there are 2 options how to really fix the problem at hand.
1. Fix the core issues i talk about in the above quote
or
2. Accept that trigger gems are indeed the fix to these core issues

If they go with number 2, all they need to do in order to create more diversity is to bring up the other trigger gems up to par with codt.
The other trigger gems arent being used because codt has one big advantage over them:
it only uses up one initial socket slot instead of two. The codt gem itself is the initial socket slot filler. Every other socket that is linked to it can be used for spells/supports.

The other triggergems use up two initial socket slots. The triggergem + 1 active attackgem/skillgem. In the case of 4 link items, this means that you can have 50% less supports/spells linked to the triggergem (2 instead of 3).
In order to bring these triggergems up to par with codt, they have to reduce the initial socket requirement down to 1 instead of 2. Problem solved.
I believe if they really wanna Nurf CODT just change cooldown from .250 sec to 1 sec and call it good. i mean when you think about it only reason there doing this is because of the dishcarge build with CODT but dishcharge is hard to play as is and need some good gear so all in all its not good reason to nurf something because of op builds i mean thats what this game is about making build right just because something is "OP" and people are having fun with it doesnt mean they gotta change it.

P.S. this game is about KILLING MONSTERS not the monster owning you.
Last edited by Tig0Bitties#5748 on Nov 12, 2013, 9:28:29 PM

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