Developer The Curator Posted 22 hours ago Developer Posted 22 hours ago Demon Summoning Corruption Recharge reduced from 4s to 3s. Endurance cost reduced from 6.5 to 4.368. Damage has not been changed, the power had higher recharge than intended. Toxic DoT should properly display its percentage chance in the power window Lash Recharge reduced from 8s to 5s. Endurance cost reduced from 10.66 to 6.032. Damage has not been changed, the power had higher recharge than intended. Toxic DoT should properly display its percentage chance in the power window Crack Whip Recharge reduced from 15s to 11s. Endurance cost reduced from 17.94 to 11.024. Damage has not been changed, the power had higher recharge than intended. Toxic DoT should properly display its percentage chance in the power window Summon Demons This power no longer accepts Heal enhancements or sets This power no longer accepts Resist enhancements or sets Enchant Demons Now takes Resistance enhancement and Sets No longer has a recharge time No longer grants Abyssal Mending to the Ember Demon Resist enhancements in this power should improve Ember Demon's Ember Shield Abyssal Empowerment Now takes Healing Enhancements and Sets No longer has a recharge time Now grants Abyssal Mending to the Ember Demon Healing enhancements in this power should improve Ember Demon's Abyssal Mending and Abyssal Reconstruction
BRADICAL Posted 11 hours ago Posted 11 hours ago I've been saying it a lot in Discord already, but these are straight nerfs to the whip attacks. I get that the changes were made to ensure they respect the damage formula since the DoT ignores it, but as it stands these are only going to impact proc chances and divorce Demons from the design logic that all of the other MM primary attacks use. The lower recharge values will otherwise have zero real impact on a finished build with enough global recharge to have a proper attack chain. The easy solution is to just do the following: Restore the recharge numbers and end costs back to what they were, increase the base damage to match the damage formula, and remove the % chance toxic DoT from the attacks. Move the -res, potentially at a lower value like -7.5%, to the 30 second logic that all the other MM attacks use, and have each whip attack apply a unique non-stacking version up to a maximum of -22.5%. The ceiling comes down from -28.14%, but the higher overall uptime should balance out without affecting overall DPS too much since maintaining a third stack 100% of the time wasn't always happening with all the other higher priority attacks in a rotation. Shuffle in a minor, mostly for flavor 30 second toxic DoT onto the -res effects. Whips are unnerfed, the core design functionality of all MM attacks is maintained without adversely affecting any one type of player, and pretty much everyone is happy. Even though I'm not a fan of Crack Whip and skip it on my current build, I'd take it over Elec Fences with anything resembling the changes outlined above, since making the -res application overall less spammy is a gameplay improvement. There's a discussion to be had over all of the MM primary attacks following similar design logic of 4/8/16s recharge values since there are a handful that are outright terrible (Ninjas, Thugs) and could see improvements to be used in an actual attack rotation instead of outsourcing damage to pool powers. The whips were already a very desirable attack chain, though, and should be brought back and given the same coat of polish all the other MM attacks have gotten as far as their design logic goes, for consistency reasons if nothing else. 4
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now