Utility Flasks for Ascendancy

Any chance we'll get an updated appearance for life/mana flasks to be able to visually distinguish Colossal/Sacred/Hallowed from Greater/Grand/Giant?
It would be really useful!
Looks interesting. Can't wait to test them.
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Demonoz wrote:
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Aim_Deep wrote:
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Resistance Flasks have been reduced to +6% maximum resistance. (It's getting easier to dramatically increase maximum resistances, so this change is designed to partially counteract the



Dont understand this comment.Just since I been here - almost 2 years now - Y'all removed elemental adaptation 2% max res, removed inner forces which could buff a purity by +1%, removed diamond skin +1%, nerfed saffels by 1. If anything it's getting harder not easier?


My biggest concern about this change in particular is now it looks like ill have to wait till lvl 80+ to start running RF... And now RF builds will be required to run Rubys and Life Flasks even at Endgame which kinda makes RF almost pointless to invest in at this point. IDK well see im sure theres going to be so many changes that alot of shit like RF will die out.


I suggest getting a few primal skull talismans just in case, if talisman makes it into the core game, (and we assume it will) the bonus may still get nerfed.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
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+1hype
I think it's time to go on courses piano or guitar, if you know what I mean.
Now CWDT and Herald will not get off. Hype is real.
Great! GG GGG!
While we're at it can you make the flasks more unique in art? (Notably the liquid)

For example (rough edit):



Based on the new and old flasks:

Every resistance flask would have a blue liquid, this includes: Bismuth, Sapphire, Topaz, Ruby, Amethyst

Every other flask that interacts with armour/evasion rating/defenses in general would be greyish/whiteish, this includes: Jade, Granite, Stibnite, Basalt, Quartz

Pure utility flasks would stay green. This includes: Aquamarine, Sulphur, Silver, Quicksilver, Diamond

I just feel like a little more distinction in flask art and symbolise what and how they would interact with your character would be nice other than just the symbols.

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Resistance Flasks have been reduced to +6% maximum resistance.


Ah crap, bad news, having to stack purity auras, legacy Safell Frame was already a huge investment and now I need to also invest in flask effect, both passively and rolled as an affix

damn this hits hard

for almost all my characters I used:

ruby - increased charges gained + curse immunity
sapphire - increased charges gained + freeze immunity
topaz - increased charges gained + shock immunity
amethyst - increased charges gained + bleed immunity
granite - increased charges gained + increased armour

now, I will have to go for "increased effect/reduced duration" instead of increased charges gained and that will mean way less survivability

Has I though, we don't get more powerful, we get more choices, meaning more hard decisions, damn
I am in total agreement with most everyone else on here:

There is no point in nerf'ing flasks and adding an increased effect mod/passives. This crap gets done regularly throughout the game and it's so passed old it's not even funny anymore.
Last edited by Dos_Fafner#3176 on Feb 3, 2016, 6:42:29 AM
yeah nice but flasks are just skills called flasks. I dislike the whole concept. Why not make them skills or place them on the skilltree.
“Human decency is not derived from religion. It precedes it.”
― Christopher Hitchens
My QoL List: https://www.pathofexile.com/forum/view-thread/3279646

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