Cast on Melee Kill needs to be viable for Bosses too.
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Ways to fix this:
1 : give it a 15% proc rate on hit vs bosses. 2 : Change the +39% more spell damage modifer to +49% more damage (so it works with melee too) Why? Well you lose 2 gem slots when you socket in CoMK + Spell. So in terms of pure melee damage, you should get 2 socketed gems worth of multiplers. (well maybe slightly less, so it still pays to not use CoMK) Lots of people probably want to make a battlemage like character that does melee + spells, but currently thats only possible really with either Channeling skills or Cast on Crit, because of how big the damage loss is with CoMK for bossing. Non-crit characters, and ones that dont want to use a channeling skill, should also be able to make battlemage like characters I feel like. GGG please consider changeing CoMK. Last bumped on Aug 29, 2018, 9:30:40 AM
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i dont agree with your arguements, but i DO think comk should have something that makes sure its not completely worthless VS rare and unique enemy's. for example whats been happening to other skills, add a chance to cast on hitting rare or unique enemy's. right now when you get to a boss your just going to change out gems, and try to kill it in a way your character wasnt designed, which i imagine feels extremely bad and unenjoyable. so even tough i dont feel the same when it comes to your arguements, i absolutely agree it could use some improving in usability
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" The problem is most people refuse to swap more than a single gem in & out, for every rare/unique monster they run into. Because CoMK takes up 2 gem slots, and doesnt offer anything itself for melee, people just ignore it. How many % of builds actually use this gem? right now its probably near nothing. It needs to work vs bosses. "add a chance to cast on hitting rare or unique enemy's." Thats what I said :) it neesd to have a on-hit chance to trigger spells on unique monsters. But more than that, it needs to retain its damage boost to spells as well, and still have a boost to melee ability itself. The gem is too weak to be usable now, even if you just throw in the "proc chance on hitting uniques". So my take is, that you change the +spell damage mod, to just "more damage" so it works with both melee + spells. There the skill is fixed, while not being brokenly strong or anything. And should now enable more varied and fun builds, while also potentially giveing a boost to melee clear speed (which is slow compaired to a spell caster, or bow user). |
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Worm flasks?
Need more brains, exile?
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" hahaha This is what I think: Cast on Melee kill should simply randomly cast your socketed spells if you have the mana once every 8-10 seconds so that your character is radiating with spells going off all around him/her randomly. Each time it casts in this manner, it costs you a power charge. But each frenzy charge you have reduces the wait between random casts by about 1 second. So if you have 6 frenzy charges your dude would randomly cast socketed spells once every 2-4 seconds. Of course this auto casting behavior doesn't interfere with its usual function. But essentially you would be able to deal damage vs bosses by maintaining frenzy and power charges during the fight. Last edited by BearCares#6660 on Aug 28, 2018, 12:00:45 PM
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" Are you saying the support gem "Cast on Melee Kill" is fine as is...... because of the exsistance of Worm Flasks? Really? Numbers dont lie,... I bet the amount of people that use CoMK is probably like 0.1% or less. it needs a huge buff in some mannor without makeing it overpowered (so playerbase use it). The most balanced way I can think of is to make it viable vs unique monsters. |
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" The idea is that its not reliant on crit (power charge on crits). You cant have it use power charges / frenzy charges to cast spells with, when the means of getting such charges (without uniques) is crit (PCoC). This is a bad idea. |
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my dude, u do not need to crit in order to gain power charges - it's called the Trickster and Occultist ascendancy mmkay - and there are other ways to get them too like those boots that give u charges for standing still or flasks or those passives
I just think %chance to proc off of hit makes the skill play like every other proc skill in teh game. Not to mention less flavorful That's just my opinion. Of course you could make endurance charges be consumed instead of power charges. But I prefer power charges becasue it actually makes the player think of how to gain power charges because frenzy and endurance charges are so easy to maintain. |
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Never mind. It was a dumb question.
POE Serenity Prayer: GGG, grant me the serenity to accept the RNG I cannot change, the courage to challenge any unbalanced content, and the wisdom to avoid the forums. Mad: "Oh, it's simple and if you insist... I just think you're a dick. That's all." QFT: 4TRY4C&4NO Last edited by Phaeded#4782 on Aug 28, 2018, 3:10:14 PM
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Or maybe you use CoMK in a Shaper/Elder rare 4-link (i.e. a 5-link) and then use your 6-link for a dedicated single-target skill?
I mean, CoMK's problems really go beyond just this problem, like how you're triggering spells at dead things when you use it. |
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