#21  
Old 06-20-2016, 10:09 PM
DavidB1000 DavidB1000 is offline
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Well, you wanted me to post my thoughts here, even though my experience is only with the DAIL Mod version of the Terror Knight.

If you really want Entropic Reign to be a non-sustainable skill, don't do what you did and make it worth sustaining.

I had no knowledge or understanding before now that it was not a sustain.
I saw how it's costs work, and I figure that yeah, that's a sustain like the buffs at the end of the Solider tree.

I mean, why put something like that at the end of the tree and then not make it a sustain skill like the Solider.

My suggestion is to weaken it significantly and make it into a sustain, or fix it so you can't sustain it by giving it a duration and a hell of a long cooldown.
Because otherwise, that's a skill no one in their right mind is going to give up, let alone not work around it's absurd drain cost.

You created a lot of powerful passives on that tree, and they're damn amazing, but don't create an extremely powerful sustainable skill and then state it was never meant to be sustained.

At least make it clear in the description that it's supposed to be used in a situation where you'll die a lot faster if you use it.
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  #22  
Old 06-20-2016, 10:13 PM
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Ceno Ceno is online now
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Really all I'm reading into that is to jack up the health cost to the point where it's obvious.

If you want to build your character in such a way that you can sustain the skill, all the power to you. Good luck. Otherwise, characters should flip-flop between using it and not using it. Welcome to build diversity, my man.

And I didn't want to make it a buff on a time limit. There's dozens, if not hundreds of those already. That's boring. This is a buff that gives more control but more risk to the player.
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  #23  
Old 06-20-2016, 10:23 PM
DavidB1000 DavidB1000 is offline
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You need to do more than just break the health regeneration to insane levels, you need to make it obvious in the skill description that it was not to be sustained.

I mean no disrespect here, but if I saw in the skill description for it that "This is not meant to be sustained." Or something like that, I wouldn't have gone through a lot of Devotion points sustaining it.

And well, to be frank, I've really never heard of a skill that one toggles on and off during a fight. That to me, is as alien of a concept as Non-Euclidean Geometry.

In the end of the day, it's your skill tree. Do what you want.
But know that a lot of the power of the Terror Knight is going to be slightly lower.
Not much, since you end up with 95% reduction to a ton of DOTs.

It's just that, I've never heard of this type of skill, that's what threw me completely off.
You might as well have written out a sentence to Ancient Sumerian.

I make boring melee based builds, maybe sometime I'll try ranged, but I like killing things up and close.
I don't like making a build that requires more management than Civ 4 with the Revolutions Mod.
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  #24  
Old 06-20-2016, 10:31 PM
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You're really not going to like the Riftstalker mastery, then.
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  #25  
Old 06-20-2016, 10:54 PM
DavidB1000 DavidB1000 is offline
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I don't know what that is, but it seems like you turn into one of those Riftstalker hounds.
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  #26  
Old 06-20-2016, 10:56 PM
AlienFromBeyond AlienFromBeyond is offline
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Quote:
Originally Posted by Ceno View Post
You're really not going to like the Riftstalker mastery, then.
Just makes me think of the soul from Rift. Though I'm kind of okay with that. I'm okay with the idea of a temporary toggle as well, but then I'm used to that from Rift as well... (mage Charge toggles).
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  #27  
Old 06-21-2016, 05:26 AM
Strigvir Strigvir is offline
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Quote:
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And I didn't want to make it a buff on a time limit. There's dozens, if not hundreds of those already. That's boring. This is a buff that gives more control but more risk to the player.
Except it's never worth to invest into life-reducing skills in an OHKO-happy environment, even if the bonuses are OP. Dead characters, after all, do 0 damage.
I have yet to see a "blood magic" build archetype in ARPG not being a gimmicky garbage.
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  #28  
Old 06-21-2016, 05:29 AM
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Except it's never worth to invest into life-reducing skills in an OHKO-happy environment, even if the bonuses are OP. Dead characters, after all, do 0 damage.
I have yet to see a "blood magic" build archetype in ARPG not being a gimmicky garbage.
Seems to me the problem there is to not make OHKO-happy environments. Which I'm not intending to do anyways.
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  #29  
Old 06-21-2016, 05:34 AM
Strigvir Strigvir is offline
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Seems to me the problem there is to not make OHKO-happy environments. Which I'm not intending to do anyways.
The only way you can do this is by setting HP in stone for all characters and not allow it to grow (or grow in set intervals regardless of build). Otherwise there always will be situations with "not enough EHP" or "I have too much EHP I literally can't die too ez shit mod".
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  #30  
Old 06-21-2016, 05:37 AM
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Originally Posted by Strigvir View Post
The only way you can do this is by setting HP in stone for all characters and not allow it to grow (or grow in set intervals regardless of build). Otherwise there always will be situations with "not enough EHP" or "I have too much EHP I literally can't die too ez shit mod".
Or make all monsters do % health reduction.

(Which I'm not doing)
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