[feedback] make sunblast a less% multiplier and cheap construction as-well.

Per tittle.

It's pretty stupid to have a unique "trap duration" modifier only to have it being influenced by all duration modifiers outside of it.

I got myself a sunblast for 80% trap duration reduction.

Sacrificed another 2 jewel slots for the cheap construction to reach 100%.

Only to end up with a trap with a 7.2 seconds duration after investing in a single duration cluster in the passive tree.

Make sunblast and cheap construction a less% modifier so a 0 duration trap is guaranteed independent of other duration manipulations.

Guess i'm going self-cast spark, this is not worth all the hassle and hoop jumping.

R.I.P. investment and regrets it was a fun experiment, if only not every single mechanic in the game would oppose it.

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
Last bumped on Mar 10, 2016, 10:38:43 AM
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Not really sure how is that strange. It's really how every skills works. Not all skills,nodes Uniques play well with each other.

"
Rafein wrote:
Not really sure how is that strange. It's really how every skills works. Not all skills,nodes Uniques play well with each other.



The "trap duration" modifier is currently found on two specific things in the entire game as far as i am aware.

Sun-blast and cheap construction.

Which makes me assume, it's soul purpose for being created is to allow grenade trapping.

As a result there is absolutely no down-side to making them less trap duration multipliers which would overwrite all other sources of increased duration on the "trap" part while still allowing it to scale spell inherent property's.

The point of this modifier is to allow grenade-trapping, not to disallow certain spells from being grenades, i assume, or to disable duration damage scaling of spells themselves.

Which it currently does for no good reason.

Peace,

-Boem-

Freedom is not worth having if it does not include the freedom to make mistakes
Just FYI, More / Less multipliers are applied individually...

So, if it was 10 seconds x 0.2 seconds (80% less) x 0.8 second (20% less) = 1.6 seconds. But not Zero.

They have been purposely moving various things to less instead of reduced, to keep them from bottoming out at 0, and instead only approaching it. (See movement speed reductions.)
Yeah, but like spell and damage modifiers, everything that modifies duration is added, then applied. SO reducing Duration by 100%, then adding 45% duration results in -65% trap duration.

If you would not be grabbing the increased duration, it would work perfectly. It's like Dual-wielding Consuming Dark, then taking Avatar of Fire, and complaining on the forums you do no damage.

Respec/regret out of the duration nodes and your perfect.
What they need is more tags to separate things... Like how there is now non-curse vs curse aura effect. but that might be more work.


Another alternative is to code some exceptions into the system. Like Unique Items / Passives / Keystones that augment the system. For example:

Some Trap Duration Keystone
- Your traps are unaffected by Increased Duration modifiers (or 40% less trap duration)
- (some random negative thing replaces here)
"
DragonsProphecy wrote:
Just FYI, More / Less multipliers are applied individually...

So, if it was 10 seconds x 0.2 seconds (80% less) x 0.8 second (20% less) = 1.6 seconds. But not Zero.

They have been purposely moving various things to less instead of reduced, to keep them from bottoming out at 0, and instead only approaching it. (See movement speed reductions.)


Cheers.

Well my main point is that they should allow the trap duration to be reduced without having that same modifier interact with duration increases else-where.

It seems nonsensical to disallow duration based spells from being utilized by a grenadier. Or at least, unable to scale on the spell duration portion without fucking over the grenade effect.

"
Rafein wrote:
Respec/regret out of the duration nodes and your perfect.


I am aware of this.

There is nothing "perfect" about it, it's an arbitrary overlap of modifiers with different functionality's.

Why is my reduced trap duration not decreasing the duration of my fire-storm, or my sparks? They are in a trap right? So they have "trap duration" effecting them.

See the flaw in this logic. One holds no relevance to the other, yet is effecting it.

Peace,

-Boem-

Freedom is not worth having if it does not include the freedom to make mistakes
"
DragonsProphecy wrote:
What they need is more tags to separate things... Like how there is now non-curse vs curse aura effect. but that might be more work.


Another alternative is to code some exceptions into the system. Like Unique Items / Passives / Keystones that augment the system. For example:

Some Trap Duration Keystone
- Your traps are unaffected by Increased Duration modifiers (or 40% less trap duration)
- (some random negative thing replaces here)


Your making it to difficult imo :)

Sunblast becomes

traps detonate at the end of their duration
all traps you throw now have a 2 second duration

cheap construction becomes

+1 trap
-1 second to trap duration, cannot reduce trap duration below 0.

Just use static value's if the % based modifier prove a hassle?

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
Well you wouldn't complain that Increased Damage is applied to spells, even though there is a specific spelldamage mod.

The only exception to this rule for a very long time is charge duration and now fortify duration. Other durations, most notably curse duration and totem duration though did exist for a rather long time even though they are modified by general duration increases.

And to be fair it does make sense, there is no Increased Duration modifier in the game currently, or at least not that I'm aware of. So we just have very specific ones and less specific ones. And a more general modifier like increased attack damage always behaves like every subclass, in this case increased melee damage or increased physical attack damage, which are both subclasses of increased attack damage.
"
Emphasy wrote:

And to be fair it does make sense, there is no Increased Duration modifier in the game currently, or at least not that I'm aware of.




?_?

It's not like i don't understand your points or anything, but i am questioning myself what the benefit is from taking out all duration based spells from a grenade set-up.
Which is essentially what the current implementation is forcing.

Duration spells make for great traps and more precisely non-crit traps, because duration allows them to scale differently compared to "up-front" damage spells.

So try to explain to me what the down-side would be of making "reduced trap duration" a unique modifier that doesn't interact with "skill effect duration" modifiers?
Because i am not seeing it.

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes

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