Thorns feedback

I'm loving thorns as a build, but currently, trying to keep scavenged plating up (as its our biggest source of thorns flat damage), is pretty painful on non-warbringer classes if you want to use anything other than armour breaking skills. I get that it probably needs to be a bit involved, but as it stands, the chance for thorns to ignore armour isnt super useful, as you already should be breaking armour, is there any way we could change those nodes to be something along the lines of like, "Thorns damage breaks armour equal to % of thorns damage" i was thinking the small ones would be 2.5% and the notable be 5%

EDIT: I forgot to mention, quill burst and barbs both being level 3 supports makes this basically impossible to league start, id think its fine if quill burst was level 3, but not both, id think barbs, as its not AoE would be fine as a level 1 support, so that next league i could start thorns

EDIT 2: realized i posted this in the wrong spot
Last edited by InertialMage#4342 on Apr 10, 2025, 7:45:35 PM
Last bumped on Apr 11, 2025, 1:44:53 PM

I haven't been playing since EA launch, and I don't really know what the expected experience is. However playing as a Thorns Warbringer with shield, it feels really terrible in T1 maps.

* Warbringer lvl 67 with Turtle Charm
* 78% block
* Vengeance + Vaal Pact
* maxed out all rez
* 1100 armour

I'm being 1-2 shot through resonating shield. What's the point of choosing a melee tank build if you just get obliterated in early maps when you've gone for the most defensive build possible?

Something is not right here. I shouldn't be needing to play like a rogue on my tanky bruiser.

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