Endurance Charges Overpowered?

If the devs are willing to increase the duration, I wouldn't mind a decrease in effectiveness. Or add another effect to balance them. Perhaps some reflect damage, life regen, or life %.

I get that they are overpowered, because they are required. Nobody should 'tank' to the extreme numbers that charges provide, because I don't feel that's the spirit of the game.

My hope is that those people who built around endurance charge nodes don't feel completely screwed over with whatever change happens.
Sounds like a bunch of whiny ranged players in this thread trying to crush the only thing that makes playing melee even semi-viable.

IMO the MAINTENANCE for Endurance Charges needs buffed to be less fucking annoying. You have two choices: Enduring Cry, or Warlord's Mark. If you Enduring Cry in melee, you take hits (since you can't cast and move at the same time) and aren't leeching for a good 1 second of combat. That's easily enough to get killed late game in maps. If you Warlord's Mark, you have absolutely no guarantee that the charges will refresh.

Late game, combat can easily last for more than the 12 second buffed duration of the charges. Meaning you're often forced to use Enduring Cry in combat (especially against bosses), which puts you at a significant disadvantage (try avoiding large hits when you're essentially stunned for 1 second casting it). Plus, if you're using summons or a Decoy Totem, this immediately puts the threat back on you.

So, if anything, there need to be easier ways to keep Endurance Charges going (like Blood Rage does for Frenzy, or the Frenzy ability itself) or a significant buff to the base duration (to put it closer to 20s).

It's stupid annoying to upkeep End Charges. And if they fall.. you're in for a world of hurt if you're actually playing MELEE, and not simply using ranged attacks.

Calls for nerfs are completely unwarranted until melee actually gets a base buff in survival without them.
IGN = Warlyik
Actual melee can't survive endgame without endurance charges. I don't like being forced to take them. Plus EC and WM suck. WM is alright but EC is just boring, and not fun. I just feel really forced into going for a ton of endurance charges because they are so freaking valuable. They're just way too strong when compared to my other options. If endurance charges get changed ( I really hope they do) melee will obviously require a buff somewhere else obviously.
There should be one gem attack to refresh the endurance charge counter and a support gem with a chance to get a charge on hit. It's a very good but needed buff and it's very annoying to stack it up.
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Zupan wrote:
Actual melee can't survive endgame without endurance charges.


Go endurance armor marauder or go range :P
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Warlyik wrote:
Calls for nerfs are completely unwarranted until melee actually gets a base buff in survival without them.


I'm not going to pretend I'm an expert on the subject, but I think that's the point at least some people here are making. Armor-tanking without it seems to be kind of expensive, point-wise, and yet it doesn't seem to measure up to something that's relatively point-inexpensive.

Therefore, the conclusion I've drawn from the comments I've read is that melee-tanking should be more viable without the Charges and the Charges shouldn't be as powerful on their own.

My experience is limited but I actually kind of agree stacking charges is kind of a pain, I don't see a great way to do it quickly and efficiently.
^i saw one streamer use 2 EC gems just so he could cast them simultaneously
IGN Crakk
Last edited by maryn#2152 on Feb 6, 2013, 2:24:36 AM
Sorry for the bump, but I didn't see any newer thread on this topic and the issue seems unresolved.

Even though most posters understand this, because a few don't, I want to reiterate that the reason endurance charges are overpowered is because there are no viable alternatives, not because they make the game ez-mode or something.

I would think that a change to the skill tree would be an unnecessarily drastic approach to fixing the problem and something that we wouldn't get in the near future, so I think that just a reworking of the numbers and scaling would be nice and could be implemented in a reasonable time frame.
Last edited by Calamari#6909 on Feb 9, 2013, 10:32:33 AM
can you actually get 9 endurance charges?
i can only find 3 on the passive tree and 3 standard making that only 6.

am i missing something?
[Removed by Support]
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Anthian wrote:
can you actually get 9 endurance charges?
i can only find 3 on the passive tree and 3 standard making that only 6.

am i missing something?

Merciless bandit quest can net 1. Unique ring gives 1 endurance charge, so 2 of those.

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