Shock Immunity. Power Creep
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No incoming lightning damage can shock you regardless of duration. Since the bonus damage from a shock cannot be applied monsters dealing lightning damage have lost a lot of power. Vaal, Piety, Dominus, etc Overall, I think this is a wonderful change to flasks (Immunity to ground effects), but monster lightning damage will probably need to be increased as a result. IGN: Victory_Or_Sovngarde It's not a 13 week development cycle, it's a 13 week supporter-pack cycle. You can play any build you want, as long as it's the current meta. Last edited by Ashen_Shugar_IV#4253 on Feb 3, 2015, 9:26:56 AM
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GGG are going to regret the flask change, mark my words, they dun goofed.
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My expectation is that these changes only foreshadow future nerfs and even more convoluted and questionable balance decisions.
IGN: Victory_Or_Sovngarde
It's not a 13 week development cycle, it's a 13 week supporter-pack cycle. You can play any build you want, as long as it's the current meta. |
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Immunity to ground effects could be its own affix, actually ^-^
Not a fan of outright immunity to ailments though. Same with curses. The fuck is going on with flasks? o.o Devolving Wilds
Land “T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.” |
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Not a fan of the change.
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They just need to remove Surgeon's mod from the game. Problem solved.
The 352nd character to hit Level 100 in Standard
The 82nd character to hit Delve 1000 in Standard |
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Yeah... everyone paying attention to the 1.3.1 pre-patch announcement had the same concerns w.r.t. surgeon's now granting crit builds status immunity. I can't fathom that GGG did not predict this.
--- " Sadly, I feel the same. |
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I'll admit that I'm not the utmost expert on crit and all of its implications, but my experience is that the builds that can really take advantage of crit struggle defensively anyway, so this as a "soft buff" for those characters is a really good change.
Even if I'm way off base on that, I don't think removing either the Surgeon's prefix or the status immunity change is the right way to go about it if this is indeed a problem (which I disagree with). The simplest, most obvious, and best change is to just not allow the two mods to spawn together. I don't think this topic really deserves the knee-jerk it has received, and think people should just calm down and see how it plays out. On a more personal note, a thawing flask I had made the Merveil fight significantly more rewarding from a player experience perspective for the simple fact that "I prepared for and countered this mechanic" was a major part of it. Does it make it easier? A little bit, but it was more fun. Besides, CC's were the primary source of frustration in, and ultimate reason I quit playing, Diablo 3. They cheapen the experience. |
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I strongly disagree with the change to the way flasks work work in regard to status ailments and bleed. I also disagreed with the removal of shock stacks.
"Danger is like jello, there's always room for more."
http://www.twitch.tv/vejita00 |
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Considering that the new Hall of Champions is going to be a much harder challenge, I think a slight buff the player's way is a welcome thing. =)
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