RIP defensive curses

Enfeeble and Temp Chains just got even worse for bossing than they used to be.

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Enfeeble

Mana Cost at gem level 1 is now 16 (was 24).
Mana Cost at gem level 20 is now 33 (was 50).
Now causes Normal and Magic enemies to deal 21% less Damage at gem level 1, up to 30% less Damage at gem level 20.
Now causes Rare and Unique enemies to deal 10% less damage at gem level 1, up to 15% less damage at gem level 20.


"
Temporal Chains

Mana Cost at gem level 1 is now 16 (was 24).
Mana Cost at gem level 20 is now 33 (was 50).
Now causes Normal and Magic enemies to have 20% less Action Speed at gem level 1, up to 29% less Action Speed at gem level 20.
Now causes Rare and Unique enemies to have 10% less Action Speed at gem level 1, up to 14% less Action Speed at gem level 20.


So to reiterate, before any special boss modifiers, temp chains and enfeeble have had their efficacy cut in half. Then,

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Bosses which previously had 60% or 80% less effect of curses on them now have 33% or 66% less effect of curses on them respectively. This includes map bosses, Incursion architects, Betrayal targets, Breachlords, Shaper, Elder and others.


If they wanted temp chains and enfeeble to not be nerfed, then these new values would've been 20% and 60% less effect of curses, to exactly offset the new half effectiveness of enfeeble and temp chains against rare and unique enemies.

Instead, these curses are just worse than they've ever been. Previously they had 20% effectiveness against endgame bosses, now they have 0.5 * .34 = 17% effectiveness. Super lame.
Zuletzt bearbeitet von codetaku#0468 um 05.03.2019, 20:44:15
Zuletzt angestoßen am 07.03.2019, 09:01:10
This is distressing, and needs more attention.
I guess they want people to die more, lose more xp.
OooOOOOOOoooooOOO no 3% effectiveness >.>

Stack more curse effectiveness if your entire builds revolves around these two curses on bosses?
GGG does not want you to be tanky or be able to reduce the threat from enemies.
IGN: Arlianth
Check out my LA build: 1782214
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Bleu42 schrieb:
OooOOOOOOoooooOOO no 3% effectiveness >.>

Stack more curse effectiveness if your entire builds revolves around these two curses on bosses?


No, but on rare mobs yeah. Rares with bad mods occasionally spike through TC/Enf, and now it's only worse. If they wanted to nerf the fucking curses, they should've left rare (and boss I guess) numbers intact and nerfed normal/blue mobs only.
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Bleu42 schrieb:
OooOOOOOOoooooOOO no 3% effectiveness >.>

Stack more curse effectiveness if your entire builds revolves around these two curses on bosses?


Bro this is a "15% less" nerf

There were already builds stacking as much curse effectiveness AS POSSIBLE. And even then they were getting oneshot by aul.

This makes those curses 15% less effective. It's a strict multiplier to the maximum possible effectiveness.

Think about how much of a nerf it'd be if suddenly your primary skill of choice did 15% less damage. Even Winter Orb only got a 10% nerf. No one was complaining about temporal chains and enfeeble being broken boss-trivializers. An enormous amount of investment is needed to run them well and they're not even primary dps skills.
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Zuletzt bearbeitet von OldManGrinding#1140 um 18.07.2021, 16:18:28
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OldManGrinding schrieb:
Wonder when the oneshot stuff will 'end'. It is bad design. Period. Even if curses need to be nerfed or not.


GGG already tried to make it extremely risky, to have no defense, yet people still plow through with less than 4k HP on hard ass mods. At this point, I'm not really sure it's entirely GGGs fault that a substantial portion of its playerbase likes to play it edgy.

Just the nature of people to skip steps if they feel they can get away with it.
(⌐■_■)
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Zuletzt bearbeitet von OldManGrinding#1140 um 18.07.2021, 16:16:28

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