What We're Working On
Hello, here are my feedbacks.
I am a level 76 Impale Champion using splitting steel for clear and Lancing steel for single target. Overall I find them very underwhelming and it was a pain to level up compared to all my past experiences. I am really considering to reroll for another character. CALL OF STEEL : - It is really annoying to re-arm my shards at the start of each new instance. - Reseting the impale stack is too painful on skills like Lancing Steel during a boss fight. That "really" lower my dps and I cannot ramp up damage as impale should. - During a boss fight, when I recharge my shards, it takes too much time to reach 12 stacks and some times I press my skill too early and stop the recharge at 4 or 8 stacks. It could be instantly 12 shards to make the skill way smoother. - I hate the fact that this is not instant and I have to stop to re-arm. - Destroy the bonus of the ascendency "Master of Metal" that should be dedicated to impale skills. SPLITTING STEEL : - Bad damage scalling - I think that the number of projectiles is not sufficient to properly clear a big pack of mobs while it should be the main strength of that skill. LANCING STEEL : - Bad damage scalling - Paying 4 shards is too high of a price considering it resets all the impale stacks. It caps the dps of the skill in a bad way, and I am not talking about the fact that this is REALLY annoying to re-arm every 1,5s in a boss fight. - I don't like the mechanic where new projectiles prioritize new targets. When I want to clean a large pack, I use an AoE skill (splitting steel), when I use Lancing Steel I want to take down a big enemy and having my projectiles going for the enemies behind the rare/unique mob is frustrating. - The base impale at 20% is a little underwhelming for a "steel" skill. You have to invest more into impale that other steel skills for no reason. MARKS REWORK : - The targetting of the mobs when I use a mark skill is frustrating. You have to mousehover perfectly on the enemie for the skill to apply. If the enemy is alone, it should still properly apply even if you were a little bit off the target. - The base duration is also really short and I find having myself to recast it an awful number of time during big boss fights. Last edited by Nox2100#1816 on Sep 23, 2020, 6:17:30 AM
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For fake sake why some maps load with like old /nopreload...
In order to get rid of clearspeed meta cap global movement speed at 100% but make all skills instant so everything feels great.
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Void Sphere Feedback
Thank you for offering a chance for the community to give some feedback. I think it is part of why so many of us keep coming back to you league after league. I’d like to take the chance to talk about Void Sphere. The black hole archetype of skill is one that draws in many players. They find the very concept of it alluring - inescapable even. And who can blame them? These skills are often objectively very attractive; it is very hard to move away from these skills after trying them. But I digress, all this being said, it kind of sucks that a skill as amazing as Void Sphere has gone almost completely dark, and it has done this for two key reasons: the cooldown and the 1 sphere limit. While, in my opinion, the former is more warping to the function of the skill than the latter, it is the combination of these two that is crushing (last one, I promise) the life from this beautiful skill. First, the cooldown. A 10 second cooldown is one of the longest, if not the longest, cooldowns for any non-Vaal skill in the game (and even then Vaal skills do not technically have cooldowns for the most part). It is longer than Warcries which have significant access to cooldown recovery speed, it is longer than guard skills even after considering the cooldown does not begin until after the skill effect has ended. In a game like Path of Exile, 10 seconds is a very, very long time. The way PoE is designed at the moment is antithetical to the whole idea of cooldowns longer than a couple of seconds; in a game where you are rewarded more the more content you can clear in a given amount of time, cooldowns become exponentially more punishing the longer that cooldown lasts. A 5 second cooldown, for example, feels a whole lot worse than a 3 second cooldown in PoE, despite the difference of only 2 seconds. In the matter of 10 seconds, however, most people will have killed a pack, moved on to the next pack, killed that pack, and be well on their way to a third or fourth pack all while they wait for Void Sphere to recover from being used on that first pack. The second restriction to this skill, the 1-sphere limit, just seems to be piling on. Ignoring the fact one would have to invest in both skill duration and cooldown recovery speed for there to be more than a superficial interaction between having two Void Spheres active at a time, there is little to no reason to have a 10 second cooldown and a 1-sphere limit on any skill. Either one of these is enough to prevent what I think you are trying to do, while having both confines the skill in a way that prevents it being used in a meaningful way in Path of Exile. The cooldown prevents it from being used as either a main skill or a support skill, both for the same reason - it cannot be used reliably when needed. The 1-sphere limit limits any niche builds which might emerge if a player were to work around the cooldown. This puts Void Sphere in a place where no skill wants to be: uncompetitive in any niche. It is not competitive with any clear skill, as it cannot be used on command. It is not competitive as a support skill doing such jobs as slowing, curse on hit, elemental equilibrium, elemental overload as the cooldown is often longer than the effects themselves. It is inefficient (and ineffective) at corpse destruction compared to the myriad other tools available. The damage is too low to be a “DPS steroid”. The solution? People have suggested this and that, from shortening or removing the cooldown, to consuming power charges to bypass the cooldown (my favorite option as it synergises well with the ascendency most thematically connected to the skill - Occultist), to allowing more than one sphere, to giving the ability innate cooldown reduction as it levels and/or baseline charges. However, clearly something needs to change with this skill. Otherwise, it will just leave people mystified as to the nature of its very existence. | |
Thanks for all the amazing work GGG !
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quicker than usual moving league out of beta, good job actually
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Crackling Lance feedback:
Mana Sustain, to archmage or not to archmage... The real problem for me is the mana cost of self-casting. At around 100 mana per cast, it requires me to invest heavily on mana nodes. This naturally leads people into archmage but archmage without unleash, spell echo and/or duration (i.e. brands) only makes it worse by increasing the mana cost for single self-casting CL. None of these come naturally due to CL's built-in intensify. So you're having to make a choice. either use archmage and gimp on the intensify mechanic by using unleash or echo or invest heavily in mana regen/recovery just to make the single self-cast work. Enduring mana flask becomes a requirement which feels and functions like patchwork. AoE only by tag It's an AOE skill that isn't AOE. By that I mean it doesn't seem to scale the area at all. And It feels similar to old Tectonic Slam where fissures branching out wasn't tight enough where mobs wouldn't get hit in between. Or old Perforate where the spikes are too far apart. CL almost never clears the area clean. I always see one or two mobs left and even the ones that get hit seems to have a wide range or damage in a single cast. Inpulsa helps but even then it feels mediocre compared to other skills for clear. 4 stack intensify is awful CL with 4 intensity is so narrow that you almost always need to name lock the mob to hit it. Blight maps with a slight arc in the line? don't expect to clear that line with one click. It's always a guessing game. Red snake beast that moves fast gets really annoying fast. Another problem I have isn't unique to CL but is amplified in this skill: it misses mobs too close to the character. Angled-area AOE Skills like ground slam, Tectonic slam, and CL often have dangerous situations where the mobs are too fast or in tight areas where mobs are just too close to the character that it misses them even though i'm aiming in towards it. GS can relieve that to a degree with its threshold jewel, and TS with multistrike auto targets them but CL is so narrow and has no option but to kite back. Damage problem Damage just isn't there. I was under the impression that intensify support gem stats will multiply with the built-in intensify in CL. That's a whopping 120% more multi with another 48% more damage which means at 4 stacks i should be dealing more than 3 times the amount which doesn't seem to translate on the field. The amount of increase I see from having the intensify gem is much more noticeable than if i were going from 1 stack to 4 without the support gem. i suspect the CL's intensify isn't working as it should but that's just a speculation based on just me looking at mob hp. With all the problems stated above combined, CL is a skill that looks and feels awesome but is awkward to build around and is awful to control/aim with less or mediocre damage when compared to other skills. Last edited by truefaceofgod#3389 on Sep 23, 2020, 5:42:25 AM
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Honest, detailed feedback, as always.
Thank you GGG, can't wait for the fixes. |
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" I'm using void sphere in CWDT setup with curse on hit temporal chain and it's one of the best defensive mechanics in the game so far. Due to being CWDT, it focuses on the most dangerous mobs and completely removes them from the equation for time being. Abyss or Harbingers turned from a chore into a sweet loot pinata and delve is less hectic. The only thing it's missing is corpse removal. Last edited by Sixtysan#6617 on Sep 23, 2020, 6:15:33 AM
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I was playing with splitting steel (or still am) with the jewel for faster call to arms
- i feel like the jewel could be buffed to make it instant, that small 0.25sec still feels like stuttering and sometimes stops if you dodge a few ms later, just makes it cpunky to play Splitting steel just seems like a poe2 skill as it's pretty terrible for bosses and you would need a 2nd 6link for that. For map clear it feels great, although i wish there was a better visual indicator if you run out of shards. Similar to exerts |
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ggg always best game devs - truly appreciate the openness and the willing to change. (however, explode on death is getting pretty old)
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