Reddit doesn't understand how bad the Dyadus nerf is
" Actually, it is moving toward "balanced", considering how much support there is for traps vs Mines and the amount of effort mines take to trigger over traps equates to lost DPS, giving you the reason why mines give a more multipler. You can now spam traps like casting spells so this was justified to some degree. As for Dyadus, its still fine to me and is placed where it should be in regards to the uniques intended purpose. It wasnt supposed to be a stat stick, so it was hammered into oblivion, so good job there bois. The purpose of Ignite is to supplement hit damage, and provides essentially a 50% more multiplier which can be scaled. Its also meant for large hits for prolif pack clearing. Poison is geared the opposite and is for bossing. Finally, what is your definition of playable and in what context, OP? 1mil shaper DPS isnt intended and Dyadus spell combos were an oversight. Its not like theyre taking it away from you and grinning, theyre removing a pseudo exploit. Last edited by Rusery#1862 on May 30, 2018, 2:22:23 PM
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" Wow... somehow you managed to be wrong in literally everything you said. Point-by-point: People already spam mines. The miner boss killers have a spell totem up with "detonate mines" linked and just lay mines constantly. Are mines a mediocre pack clearer? Sure, they're no kinetic blast, but they oneshot all mobs trivially and minefield ensures that they get the coverage they need to do so. Mines have been way better than traps all along and the ability to spam traps would've only brought traps *in line* with mines. Now, trap support will continue to be bad on arbitrary skills (and great on mines), but if we're lucky, the new utility traps will make the prescriptive trap playstyle at least mildly competitive with arbitrary spell mines. But I doubt it. ZiggyD didn't make the build look very good. You seem to have no actual idea what ignite does. It is not a "50% more multiplier". It scales only off base damage and fire damage over time multipliers. Since 3.0 it has not scaled off total hit damage. If you have a base fire damage of 1000 but thanks to a shitton of more multipliers (say "more spell damage", like controlled destruction and pain attunement) have a hit damage of 10,000, your ignite will still only be for 500 damage per second. Ignite pre-3.0 worked how you claimed (and was abused because of that), but since 3.0 it has been literally mandatory to either pick hits or ignites to scale. Scaling both at once was (and is) just a complete noob trap. Poison doesn't function as well for bossing either because, again, poison isn't based on initial hit damage, only on base [flat] damage. Not to say poison is in as sad a place as ignite right now, but even with infinite stacks, you need a truly ridiculously insane poison duration to reach even 1 million poison DPS, and it takes the full duration of constant hits to ramp up to that peak DPS. Finally, my definition of playable is can do at least one thing as good as at least one meta build. I don't need it to be as good as GC mines or RF at boss killing and I don't need it to be as fast at pack clearing as piscator pathfinders and windripper raiders. But when it's *also* objectively worse at pack clearing than GC mines and worse at boss killing than MF raiders, something is horribly, horribly wrong. |
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