The design expert who made the new Vuln/Despair seems to have forgotten about burning damage

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Chris wrote:
Vulnerability, Despair and Wither
Vulnerability is now a Strength gem, focused on Physical Damage, Bleed and Maim.

Despair is a new Intelligence gem that will replace existing copies of Vulnerability. It reduces Chaos Resistance, increases Damage over Time taken, and grants added Chaos Damage to hits against cursed enemies.

Between these 6 mods, only 1 of them applies to Burn, and it's the blue gem with the chaos theme, not the red one which would be more appropriate for fire.

See, this is why nobody's taking those "we are experts" comments seriously.
Last bumped on Dec 5, 2017, 10:02:15 AM
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I faintly remember a curse dedicated to reducing fire resistance on enemy's.

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
Maybe because burn is generally aligned with str/int, not pure strength

SR - pure int
RF - int/str
Searing Bond - str/int
ignite and burn passives in general - typically in the int areas of the tree.
HoA - str/int

Or maybe it's because there's already TWO other curses for helping burn. Could technically argue three for timed debuff burns.
Last edited by Shppy#6163 on Dec 4, 2017, 7:47:08 PM
*too sleepy, misread :)
I represent only myself, my own thought and believes. I am individual, not a representative of the community.
I am not speaking on behalf of someone else and I don't get offended by things that have nothing to do with me.

3.13 was the golden age.
Last edited by Marxone#0650 on Dec 4, 2017, 7:41:20 PM
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Shppy wrote:
Maybe because burn is generally aligned with str/int, not pure strength

SR - pure int
RF - int/str
Searing Bond - str/int
ignite and burn passives in general - typically in the int areas of the tree.


Or maybe it's because there's already TWO other curses for helping burn. Could technically argue three for timed debuff burns.

And yet we have a Marauder ascendancy class designed entirely around STR and burning. And while I'm prepared to grant you Flammability, Ele Weakness is also pure INT.
Last edited by suszterpatt#5078 on Dec 4, 2017, 7:51:36 PM
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Boem wrote:
I faintly remember a curse dedicated to reducing fire resistance on enemy's.

Which is ALSO primarily intelligence. It does make the game pretty hard, since you require so many blue gems for what is basically a universally-available mechanic.

It's a bit distant from the pre-blasphemy days, when curses were exclusively the purview of intelligence-based builds, but content's now balanced around the assumption that everyone can always bring curses (alongside utility flasks) to bear for every important encounter.

And again, besides the preponderance of curses being blue, there's the issue that the only useful supports ALL being blue, as well: Blasphemy, Enlighten, and Curse on Hit.

For a type of damage that, supposedly, is equally accessible from both the Witch and Marauder, the gearing choices decidedly lean towards ES stuff, which is painful given how bad a spot ES is in right now.
My guides: Summon Homing Missile (SRS) | Act II starter RF | Budget Oro's Flicker Strike
a curse is a sort of witchcrafty thing tho right?
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Boem wrote:
I faintly remember a curse dedicated to reducing fire resistance on enemy's.

Peace,

-Boem-


Yeah its called Flammability and it also stacks with Elemental Weakness.. as does the new blue curse now.. nothing has changed for burning/RF/SR..
There is a fine line between Consideration and Hesitation.
The former is Wisdom, the latter is Fear.
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Snorkle_uk wrote:
a curse is a sort of witchcrafty thing tho right?

So are spells, (blade vortex/molten shell) conjuring things up, (golems, animate, and totems in general) dealing elemental damage through "magic," or even the concepts of "thaumaturgy" and "mana" in general... Yet here we are.

Again, PoE has never been about adhering strictly to some long-used tropes about class stereotyping. Rangers are more likely to use wands than witches, and you can cast spell wearing armour. Gameplay design takes consideration over stiff (and, frankly, dated) high fantasy assumptions.

Like other types of skill, curses are an essential part of virtually any build nowadays, in the same vein as, say, utility flasks. (especially unique flasks) Hence the question should revolve around not whether a player can reasonably access them at all, (by virtue of stat/color requirements) but rather about how much investment they wish to make into that element. (e.g, bypassing hexproofedness as well as the number of curses they can place upon each enemy)

It's okay to have a Witch/Occultist be BETTER at focusing curses... But to pseudo-wall-off others from a core gameplay element goes against what PoE is all about.
My guides: Summon Homing Missile (SRS) | Act II starter RF | Budget Oro's Flicker Strike
Come back when you give my casters a proper radius for the mana leech from Warlord's Mark. So far, the dot mod on Vulnerability has been the same at all levels, so it'll most likely be the same again for Despair. 50-100 int for that is too much you say? Well I find it hard to get to 100 strength on some witch builds. And still I barely get a level 8 WM. As far as I'm concerned, things are fine the way they are. And applying curses every 9 or 10 seconds with CoH doesn't make a big difference in my eyes (again, both the supports are available at high levels, Enlighten at level 4, but WM is only available at very low levels).

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