Your opinion on Crimson dance keystone

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Last bumped on Jan 6, 2018, 10:39:47 AM
Well, if it helps make bleed more of a build you can make than just a binary state to trigger more damage effects, then sure why not. It looks like it barely has a downside for the skills it would work best for and where it's at on the skill tree seems like it would let a Duelist use it the earliest especially since bleed as an ailment is available starting from act 1 and Duelist can get attack speed very easily.

I voted mixed, because like others said it just makes bleed into poison which makes it very meh flavor wise, and it won't really solve the core issue of weak ailment damage at the core.

Also, there's going to be like, one build ever, that will make this perform as well in tier 5 maps, which will result in a huge sweeping nerf to bleed as a mechanic including the extra damage on hit when enemy is bleeding mechanics and this node.
Well knowing how freaking dumb and stupid a 20 bleed stack on me is when I forget to use my bleed clear flask this might not be too bad
Is this another of your "should be" posts, or is this actually in the game?

Guess not. Looks like one of yours though.
Last edited by Shagsbeard#3964 on Jul 24, 2017, 11:08:12 PM
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Shagsbeard wrote:
Is this another of your "should be" posts, or is this actually in the game?

Guess not. Looks like one of yours though.


They actually did it the absolute madmen.
Balance is an illusion, exile.
It looks like they are placing it next to Executioner and Wrecking ball and moving blood magic next to it. I can't wait to see the new tree.
"Gratitude is wine for the soul. Go on. Get drunk." Rumi
US Mountain Time Zone
Looking at a simple case with a 100 damage hit and a standard duration of 5 seconds.

Stationary target, no keystone: bleed damage = 100 * 10% damage * 5 sec = 50 damage
Moving target, no keystone: bleed damage = 100 * 60% damage * 5 sec = 300 damage
Any target, with keystone: bleed damage = 100 * 10% damage * 8 bleeds * 50% less damage * 5 sec = 200 damage

As most targets tend to move one way or another, seems like a damage nerf. For the few stationary targets (Atziri etc) quite a buff.

Overall, a bit too situational and mostly a damage nerf, assuming you can even stack 8 bleeds.


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Mal_function wrote:
Looking at a simple case with a 100 damage hit and a standard duration of 5 seconds.

Stationary target, no keystone: bleed damage = 100 * 10% damage * 5 sec = 50 damage
Moving target, no keystone: bleed damage = 100 * 60% damage * 5 sec = 300 damage
Any target, with keystone: bleed damage = 100 * 10% damage * 8 bleeds * 50% less damage * 5 sec = 200 damage

As most targets tend to move one way or another, seems like a damage nerf. For the few stationary targets (Atziri etc) quite a buff.

Overall, a bit too situational and mostly a damage nerf, assuming you can even stack 8 bleeds.




Are you taking into account the rework to Bleed in 3.0 that makes stationary targets take more damage and moving targets not get as big an increase in damage?

If I recall correctly, Bleed has gone from 10% damage while stationary and 60% damage while moving to 20% damage while stationary and 40% damage while moving.

So using your numbers:

100 * 20% damage * 5 sec = 100 damage

100 * 40% damage * 5 sec = 200 damage

100 * 20% damage * 8 bleeds * 50% less damage * 5 sec = 400 damage

Essentially a net gain of damage if you reach 4+ stacks.

As far as the keystone goes... It seem interesting. Especially given its over by the melee side and in my experience melee doesn't do the kiting thing so well outside specifically Earthquake so doesn't get the moving bonus as often (Which I always felt was weird, melee have all these bleed nodes but was in a worse position to keep targets moving to get something out of them...)

It's just... You know... Stacking and whatnot... Favours high damage fast attack speed builds... Would have been nice to get better support for "Use big fuck off skill to apply mega-bleed" type play rather than cater towards already the better style of build...
Kind of uninspired.
Makes bleed more like everything else, where as before it was a little different.
When I kill a man he stays dead.
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Tarille wrote:
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Mal_function wrote:
Looking at a simple case with a 100 damage hit and a standard duration of 5 seconds.

Stationary target, no keystone: bleed damage = 100 * 10% damage * 5 sec = 50 damage
Moving target, no keystone: bleed damage = 100 * 60% damage * 5 sec = 300 damage
Any target, with keystone: bleed damage = 100 * 10% damage * 8 bleeds * 50% less damage * 5 sec = 200 damage

As most targets tend to move one way or another, seems like a damage nerf. For the few stationary targets (Atziri etc) quite a buff.

Overall, a bit too situational and mostly a damage nerf, assuming you can even stack 8 bleeds.




Are you taking into account the rework to Bleed in 3.0 that makes stationary targets take more damage and moving targets not get as big an increase in damage?

If I recall correctly, Bleed has gone from 10% damage while stationary and 60% damage while moving to 20% damage while stationary and 40% damage while moving.

So using your numbers:

100 * 20% damage * 5 sec = 100 damage

100 * 40% damage * 5 sec = 200 damage

100 * 20% damage * 8 bleeds * 50% less damage * 5 sec = 400 damage

Essentially a net gain of damage if you reach 4+ stacks.

As far as the keystone goes... It seem interesting. Especially given its over by the melee side and in my experience melee doesn't do the kiting thing so well outside specifically Earthquake so doesn't get the moving bonus as often (Which I always felt was weird, melee have all these bleed nodes but was in a worse position to keep targets moving to get something out of them...)

It's just... You know... Stacking and whatnot... Favours high damage fast attack speed builds... Would have been nice to get better support for "Use big fuck off skill to apply mega-bleed" type play rather than cater towards already the better style of build...



Ehhhh, woops, no, hadn't been taking the new numbers into account. Looks different now.

For me it does make sense to be able to stack bleed, "death by a thousand cuts" and all. Although only 8 in this case. One item, Rive, seems to have lost out here though. It's suited to many small attacks, so you'd think the stacking would be good, but the no extra damage part of the keystone kills the 30% chance to flee. But then, the claw nodes are so far away you couldn't easily use this keystone.

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