mosspit
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I did some basic testing. For Cog of Cohh's on kill effect, there doesn't seem to be any difference between a min int and max int wearer. The wearer needs to be about 3m from the ally who made the kill it seems. Regardless of int of the wearer For the Communal Carnage aura (and I think item effect auras in general), int does help to increase the AoE. The effect description also does state the distance, which will change in accordance to Int.
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[2.1] Character falls into animation loop when using an ability
mosspit replied to dunehunter's question in Patch Beta Bugs and Support
Same issue here. I find that Whispers of the Endless Path is very susceptible to this bug due the Cone AoE. That is my personal experience, but this could happen to other weapons too. In fact I once noticed that enemies would get stuck in the animation loop too. It is difficult to show proof as it is intermittent and depends on minute positioning during combat. -
Guess the idea is for Destructive Channeling to deal self dmg to trigger those 1% proc. I think the point is the builds can't reliably proc it. Even with your setup, you can't control that Brilliance (or the other 1% triggers) would proc 3 times in 1 encounter, or you would have done 3 encounters in a row and not experience a single proc. The approach is more like "if it happens, it happens". And this should not be the direction they are taking to control the effects. I really don't want to see a 0.3% trigger....
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Imo, as I will parrot what I mention before, nerf the numbers but don't kill the interactions. For numbers here they can do something like +3 instead of +5 to a stats improvement when an effect is supposed to take place. But not to use such a low proc like 1%. 1% is really ridiculous in the sense of why even bother? Because statistically it is just not feasible to design a build around that kind of interactions.
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The nerf was done in this way imo for 2 reasons: Easier to nerf 1 style rather than buff 2-3 other styles. Less effort If other styles were buffed, it will lead to Full Attacks being stronger across the board and when content is unchanged will lead to easier gameplay experience. Although the change ideally should be symmetric and AI can benefit too, human players are likely more able to take advantage of the improvements. And coding AI will be also more work.