Issues with CI and Suggestions for Improvement
First off, let me say for those who don't know me I have a fairly long history of playing CI characters (namely shadows). You can search for 'zSavage' in the shadow guides forums and find a couple of my currently outdated CI guides.
Second, a little precursor to my whole discussion: CI is difficult to balance, as it's in a situation where too much leech makes it only die to oneshots, while too little makes it not playable at all. Currently, CI's advantages are a potentially larger HP pool and immunity to chaos damage, while its list of disadvantages (as you'll see) is rather long.
Resource use (limits auras, regaining method)
CI in particular is limited because it has to use mana (and only mana) as a resource to power its skills. So it has one pool for auras, skill use, and anything else that might reduce the mana pool (like Mind Over Matter). At the same time, it has a more or less mandatory aura in Discipline (35%). So there's not much room for other auras. Life builds, however, can use any of three resources for skills and auras. They can reserve all of their mana with auras then run skills off of the bloodmagic gem. They can reserve all of their mana and run skills off of an ES pool using Elidritch Battery. A hybrid build, with enough ES, can reserve some of its life, some or all of its mana, and run skills off of life or mana. Long story short, CI is very limited in the auras it can use, though this has pretty much always been the case. Also, because of this, CI is forced to rely on heavy mana leech (for attacking builds), high mana regen (for casters), or some combination of both.
Lack of HP recovery
CI has four options for recovering HP: Leech (1+ keystones needed), Regen (1 keystone needed), recharge, and ES on hit (from jewel sockets). Due to leech changes and tree layout, Leech really needs two keystones (Ghost Reaver and Vaal Pact) to be effective, but this disables regen. Regen, on the other hand, requires the Zealot Oath keystone and is usually not enough on its own to make a difference. ES on hit is not really large enough to be practical for a build using ES as HP (though it is very strong for EB users). Lastly, recharge has a few issues. Although the delay time was buffed in 2.0, the recharge rate was decreased. The issue here is that a CI user cannot remain in combat long if taking damage is this is the only source of HP recovery they use. Vaal Discipline was also nerfed in this regard because although it removes the recharge delay, the recharge rate went down a lot. Basically, CI has no means for instant on demand HP recovery, either constant or instant, besides running away (which may not always be possible). The biggest thing for CI is not having flasks, which needs to grant some kind of advantage to make it desirable (not necessarily flasks, of course). The immunity to Chaos Damage in the current state of the keystone is not enough to justify all of the downsides it currently has.
Attacking/selfcasting build viablility
Only characters that can deal damage while moving and not take reflected damage can make effective use of the recharge mechanics in combat. Selfcasting and attacking builds have issues sustaining their ES pools while in combat, especially in long boss fights and short ranges.
Extremely leech reliant (no flasks)
CI characters of this nature are extremely leech reliant, as it is the only way to effectively restore HP while putting out damage is to leech. Vaal Pact is very beneficial as it cancels the penalty of the rather weak leech rates. The only effective leech really comes through Vaal Pact, and because of this, the characters must choose VP OR Zealot's Oath, as they cannot work together. As stated earlier, CI cannot use flasks to restore HP, so leech is usually the best option.
Lack of leech availability (tree, bloodrage)
Because CI is leech reliant, it typically needs more leech than a typical life based build. Socketing Life Leech into a primary spell becomes mandatory as a caster, and finding leech outside of the gem for melee characters is also difficult. That said, little leech exists in the tree, and it is mostly on the opposite side of the tree from CI. Also, one of the main sources of leech for CI in the past (and an intended synergy) was Bloodrage, which is no longer practical for any ES based build besides EB.
Mandatory Keystones/Uniques beyond initial node
In order to even make CI work as an attacking or selfcasting build, the character must take one or two ADDITIONAL keystones. Ghost Reaver is required, and then Vaal Pact OR Zealot's Oath are practically mandatory to be able to stay alive.
Access to mitigation
CI also struggles with access to physical mitigation. The extra endurance charge nodes are on the other side of the tree, as are most of the armour nodes, and Iron Reflexes (though it is practical for a melee or archer build with the right gear). Using a chest without significant ES seriously hampers the HP total of the character. Other non gear mitigation methods (like Mind Over Matter) are limited by the mana pool (discussed earlier).
Status Conditions
CI has always struggled with status condtions; namely, stunned, shocked, frozen, and chilled, as part of having a low base life. In the past, players have come up with methods of eliminating these weaknesses through specific uniques and/or tree keystones. However, these downsides are only highlighted further by the changes in 2.0. I don't have a problem with this not changing. Conclusion: CI is only currently viable for non-melee, reflect immune characters that can deal damage while moving to allow for ES recharge. This limits builds to summoners, totem users, and trappers/miners. This also holds true for other builds that use primarily ES to cover their life pool. To some extent I could see ranged attacking or casting builds being OK, as if they have enough damage they can kill dangerous monsters fast enough to avoid most hits. But they'll struggle a lot with bosses with AoE/degens, as they have little to no recovery mechanics. High regen builds are an option but still struggle with mitigation as well as needing to traverse large amounts of the tree to get the necessary regen. Suggestions: I have a few ideas that could potentially help CI. Some of them only apply to attacking builds, while others could help all CI builds (and potentially low-life and hybrid characters). Note: These are all modifications to currently existing keystones, or perhaps nodes that could be placed behind them. 1. CI node also grants 100-150% increased leech effectiveness. (This would apply to life and mana leech, or just life leech) -> This would make CI able to leech better without affecting the prime culprit, low life builds. 2. Give the CI node OR Ghost Reaver node something like 2-4% of damage leeched as life. -> This would also give CI additional leech. Buffing GR makes hybrid and low life builds more effective without something like the double leech effectiveness idea for CI. 3. Make Ghost Reaver also apply LGoH to ES instead of life. -> This makes attacking ES builds able to use the LGoH gem, and makes all claw bases usable for CI. 4. Leave Bloodrage damage scaling as is, but change the damage type back to chaos. -> This makes it harder for Low Life to use, and makes using it as a life based character take a little more thought (rather than the nearly free buff it is right now), while returning the original synergy it had with CI. 5. Add 1-2% of damage leeched as life to the Vaal Pact node. -> This is the one I like the least, as it would have further reaching consequences for a lot of builds that already use VP, as it is used by life and ES based characters. Personally, I would think the best case would be a combination of 1 (at 50-75%), 3, and 4. Another alternative is to release another skill that does something similar to what Bloodrage used to do, but I think that's not really in the scope of what should be done. Same with the idea to make a gem that makes skills cost ES instead of mana. Looking forward to a response! (GGG, we know you've been real quiet about CI since the 2.0 release) -Savage Theorycrafter/Build Creator for PORTAL guild
@BlightScourge -> guide @ view-thread/1382667 (Retired till Mjolner is fixed) Lvl 94 Crit Mjolner Marauder twitch.tv/savagewolves This thread has been automatically archived. Replies are disabled.
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In the current state of game I sort of support these changes.
But the game constantly changes :( it may be a drought for CI melee right (though it has always been very build bottle necked) now but in the new things may be introduced, other changes occur, etc and then suddenly these changes may become super overtuned. There may be some well functioning CI characters right now where these changes would completely make them over the top in some aspects. I like CI but it's its clearly a hard to balance keystone, and nearly unheard for for leveling. In this aspect I think best option is revert Blood Rage as it basically is have regen or go home which really does not encourage build diversity due to the amount of things CI melee needs or would like to have on the tree. Well, the ideas of CI melee in general are very demanding and expensive to be fair and often has only worked well with the more powerful mechanics/gear which typically worked with other builds too (examples, Exalton (invasion #1 shadow) and your own build) |
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Thanks for the good thoughts biyte!
and bump ;) Theorycrafter/Build Creator for PORTAL guild
@BlightScourge -> guide @ view-thread/1382667 (Retired till Mjolner is fixed) Lvl 94 Crit Mjolner Marauder twitch.tv/savagewolves |
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Casters have their concerns as well, much has been written about this topic but nothing has been done so far. Not even a hint of a comment from GGG.
Read below its a long list in one place by GjieGjie with tons of concerns. " On your note above, any chance you can elaborate on this, what is a good balance and what should one look out for? Do you by any chance know the sweet spot? To Die Is Not An Option, To Fight Until DIESync Is The Only Answer. ☺☻☺ Happy Hunting Exiles. Last edited by GrumpyBear5043#3315 on Aug 7, 2015, 1:26:06 AM
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Sure; I can give an example of this.
In the 1.3 patch my dual claw shadow had about 6K ES, and about 60K pure physical DPS (not counting cold and other elements). He had something around 28% instant life leech by using mainhand Bloodseeker. This equated to a little over 16K ES/s recovery via leech while in combat. Basically, he could get chunked to 100 ES (which happened very rarely), and be back to full HP before the next hit could come (like against a boss). He could easily facetank both stages of Shrine Piety, for example. This character was a devoted to getting a high leech value, and designed to do exactly this. I think the sweet spot for CI would probably be if they had 2-3 times more leech than they do now (something like 8-10%+). A caster should be able to get to around 10% and a melee should be able to be able to get to 10-20% (depending on weapon choice), in order to get to what I think would be a good balance point. This is still less than 1.3 values, of course. I would really like it if leech for CI had the old effectiveness (5 x current), but that's probably too much. From my own testing 4% w/ VP (on my crit arc character, 2% gem + 2% warlords) really doesn't feel like enough. By comparison, in 1.3 he had 12-13% non instant life leech (from the same gems) and it was fine. Also, I'm pretty sure implicit life leech from weapons (aka claws) doesn't stack anymore, so it would still be almost impossible to get to 10%, even with claws, in the current patch. Theorycrafter/Build Creator for PORTAL guild
@BlightScourge -> guide @ view-thread/1382667 (Retired till Mjolner is fixed) Lvl 94 Crit Mjolner Marauder twitch.tv/savagewolves |
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bump
Theorycrafter/Build Creator for PORTAL guild
@BlightScourge -> guide @ view-thread/1382667 (Retired till Mjolner is fixed) Lvl 94 Crit Mjolner Marauder twitch.tv/savagewolves |
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I like these ideas.
Another thought I have is to add ES Regen to the ES nodes behind CI. Not Recharge Rate or Start or Recharge, but actual % ES Regenerated per second analogous to Life Regen. This way it is something unique to CI builds that can help cover for the lack of flasks, gives some starter regen if one chooses to go Zealot's Oath, or gives a bit of regen that bypasses the downside on Vaal Pact. My initial thought is for 0.4% on each of the small nodes and 1.2% on Infused Shield, but that would probably wind up pretty OP since ES pools can get quite large. Maybe half that or something. |
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suggestion 1 is by far your most mellow and as such best suggestion in my opinion. Yes it's a buff, but it's not all that ludicrous of a buff considering that portion of the passive tree is rather devoid of that stat.
Suggestion 2 already touches the base with what i consider a ludicrous proposition though. 2 to 4% while arbitrary numbers i think? Are extremely high value's considering the new leech changes. I would go with 1% leech, but global leech. I would also make it on a new node behind soul-reaver, so there is a passive point cost associated with it. The aim would be to create some sustain in combat, not create a facetank paradigm for CI melee's again. It seems apparent GGG is forcing CI into a "high pool -> attack and retreat" strategy(given the introduction of the regen recovery nodes and the decreased duration between damage vs regen ability) suggestion 3 is out of the question for me personally. Both regen and lgoh are one of the few ways for a hybrid to directly replenish his life pool. Removing that option would push that sub-class into regen only, narrowing it's potential builds by a lot. Suggestion 4 is a no-go for me. But my reasoning is simple, keep blood rage as is and provide CI and hybrid characters with a new buff directly aimed to help them out, rather then fuck with blood rage again.(blood rage is in a pretty okaish state, except for its heavy penalty on hybrid builds which i consider "out of line")
Spoiler
A buff that exponentially increases your ES regenerative ability's "per mob killed" is my most favored one. It still follows the "attack and retreat" paradigm GGG seems to be aiming for, but it heavily reduces the "out of combat" phase. Which is what i think players find annoying?
I also proposed a status ailment immunity of 40% on this buff.(this creates a 85% status ailment immunity combined with the cluster, but that's fair since the cluster is pretty far out and requires passive point dedication) Name it "diamond ward" or something, doesn't really mater but fits the ES theme. Suggestion 5, again a no go for the point you mentioned. It would inevitability impact other builds, which would not be desired. Vaal pact seems fine as is in it's current state and does not require any tampering. Cheers and keep up the fight :), i do hope CI melee loses some of it's power in general compared to the old game state but still remains viable and enjoyable. Currently it seems like a neutered kitten, which is a bid to much of the bad stuff eh. Peace, -Boem- edit : on second thought suggestion 1 should be lowered to roughly 40% to max 60% considering the amount available on the other portions of the tree and the passive skill point dedication required for that side, coupled with the high base pool of CI. Freedom is not worth having if it does not include the freedom to make mistakes Last edited by Boem#2861 on Aug 7, 2015, 7:40:18 PM
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" The overtuning would probably be noticed if significant changes went through again, but the single knobs themselves might be simple enough to dial them back once those changes come in and things are fun and playable again. Given the limitations and cons provided in the OP, it seems unlikely (but maybe possible) there are some builds out there that would start absolutely wrecking if any of these changes went through. I suppose the issue with knowing about that is they won't be well known until someone writes a thorough guide for them, and the chance of a guide being made is roughly proportional to both how strong the build itself is and how easy it is to build. Some things are not meant to be leveled with. Sure, RF can be used at 16 but there's no way anyone who knows the game would do that. Getting stable life with it running requires very specific gear and passive choices which aren't available at that level. Likewise, getting the ES nodes and gear required to make CI worth it compared to having life means significant investment. |
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" Yeah, increasing CI's leech effectiveness I also think is the best idea. I think it would be good for a CI caster to get to 8%+ LL, while using the gem + warlords, and a melee should be able to get to around 10% without using the gem. I think small buff in the 40-60% range wouldn't do enough to make a difference right now, if the change was on its own, but of course I'd still test it. I like the idea of placing a global 1% (or maybe 2%) leech node behind ghost reaver. That's a version of the change I considered. I also disliked punishing hybrid builds by moving LGoH's function to ES. Maybe a node behind Ghost Reaver could do that as well. I really do miss Bloodrage though. That 'little' buff pushed the leech to a usuable level and enabled all kinds of cool things in the past (RIP, Flickerstrikers). Still, flicker IS playable with a few quirky uniques, or using frenzy as a setup skill. But back on top, I'd really like to be able to use this skill, or something like it, with my ES melee builds at least. Thanks for all the thoughts so far guys! I think we're all looking for similar things here. Cheers -Savage Theorycrafter/Build Creator for PORTAL guild
@BlightScourge -> guide @ view-thread/1382667 (Retired till Mjolner is fixed) Lvl 94 Crit Mjolner Marauder twitch.tv/savagewolves |
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