Changes to Ignite in 3.3.0

"Skill clusters on the tree now have 20-25% chance to ignite per cluster"

Euhm, does this apply to weapon elemental damage clusters as well ? Or at least to fire weapon elemental damage clusters ?
[img]http://s15.postimage.org/ppi19icy3/piggy.gif[/img]
Last edited by keppie on Apr 27, 2018, 2:28:17 AM
3.3 probably has a fire based main theme so ... between that and the need to sell some skins, they're reworking fire across the board to make it look shiny and new.

on the other hand, i like fire and there are many people that like fire because it is fire.
dont yah dare forget about explosive arrow :/
ign: DreamsofIllusions
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We would like to update the way that Elemental Equilibrium works in the future. At the moment it provides a significant bonus that goes against its intended use. Most notably, it currently has a non-penalised 50% reduction of resistances on enemies. A single keystone on the passive tree shouldn't be providing such a significant damage boost unless there's a significant investment required first. We don't want it to be necessary for ignite builds but with the way that it works now it can feel like that's the case. Changing this involves a much more significant rebalance of various skills which is likely to happen later.


Well done.. without only working penetration source RF will be garbage like Cast on Death.
IGN: WithArmyOfDarkness
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We would like to update the way that Elemental Equilibrium works in the future. At the moment it provides a significant bonus that goes against its intended use.


pls, no. EE is fine and has a clear downside that demands clever work-arounds for builds using it.
the problem is with rightous fire (a skill you never managed to balance properly) gaining hughe benefits from EE without downsides. just change that skill, not the whole mechanics of EE (imho).

anyway, looking forward to the ignite changes. some great ideas and news there!
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BlaqWolf wrote:
Okay, better chance to ignite... well and good...

Now, where are the commensurate changes to chance to shock/chill(freeze)?


You already got it to 90%, this wont bring my flameblast back :( One shot minotaur on 6 man party.. Never again that madness :(
remove ''hexproof'' monster and make guarentee ''curse on hit'' machanic when we hit.
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Bex_GGG wrote:
We would like to update the way that Elemental Equilibrium works in the future. At the moment it provides a significant bonus that goes against its intended use.



It took you 5 years to discover a discrepancy between intention and actual implementation?
That almost rivals the meticulous inspection of possible threats to the catholic doctrine by the Vatican's Congregation for the Doctrine of the Faith :)
Looking forward to try out the new fireball. I love the simplicity of the skill so hopefully you dont rework it too much.

As long as you buff other things im fine with an EE nerf.

Again thanks for the transparency in the patch notes and balance changes.
instead of unfixing ignite since you changed it in a horrible way.. you now rework certain skills and passives, catering all ignite into thoes changes. this is 100% not the poe way!!. the poe way is hey let me ignite you with.. stormcall!!! or something

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