Here are the new ailments and information about what they do!

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crystalwitch wrote:
So is Brittle base crit chance?

Nice try man, but still
OMEGALUL
Is it actually based on the damage of the hit, or is it based on the percent life of the target removed by the hit? Very different things.

If the first, great. Those are nice.

If the second, another worthless ailment that works on packs that explode in one hit anyway, and has a 0.1% effect on difficult content or zero impact (because if you don't hit a threshold its worthless).

So, which one is it?
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trixxar wrote:
If the second, another worthless ailment that works on packs that explode in one hit anyway, and has a 0.1% effect on difficult content or zero impact (because if you don't hit a threshold its worthless).
I wouldn't say worthless as you can presumably proliferate them onto bosses.
My supporter items: Victario's Charity and The Forsaken
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Kastmar wrote:
Run of ideas GGG? So we have this useless garbage? For what?


You in a bad mood, or just ignorant? Sapped+Fortify+Enfeeble is 70% less damage taken. Nothing to call garbage in my opinion.
Bring me some coffee and I'll bring you a smile.
Scorched:

A slightly worse version of Combustion -fire res. I mean its not bad but at the same time nothing really exciting.

Brittle:

+20 % flat crit is impressive. Similar like Assassin's Mark or the Crit Support gem. Probably good defense through perma frozen enemies.


Sapped:

20% reduced general damage (excluding secondary damage types like ground effects). So if yoi deal enough damage you take flat 20% less damage for elemental,physical spell & attacks.
This ailment is by far the best one.
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"A mysterious figure appears out of nowhere, trying to escape from something you can't see. She hands you a rusty-looking device called the Blood Crucible and urges you to implant it into your body."

Only usable with Ethanol Flasks
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Kastmar wrote:
Run of ideas GGG? So we have this useless garbage? For what?


There are 2 possible ailments for each element now. That's pretty interesting and makes up for a choice: Do you want to ignite enemies, or scorch them for reduced resistances?; Do you want to freeze/chill or enhance your crit build (or non crit but with some interaction with critical hits)? Do you want to shock enemies and deal more damage or play defensively and sap them of some strength?

Maybe we'll be able to play around with both sides of the coin, maybe we won't. Either way, it's fun to have other ways to play the game besides more "frontloaded" damage.

Also, what do you expect from ailments? They're simple by nature. It's the interactions surrounding them (skills, items and nodes) that makes them a good addition.

edit: fixed some mistakes
edit 2: Sorry Nick, that was uncalled for
Last edited by Guisasse#1252 on Dec 6, 2018, 4:37:31 PM
i thought we grew past the whole effect based on hit damage mechanic? lol
woaw light spell tank power
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xMustard wrote:
i thought we grew past the whole effect based on hit damage mechanic? lol

Don't see how or why...I hate having to lose sockets to support gems or being hamfisted into using certain uniques. Let the fire burn; ice freeze; shock A certain AC/DC track.
First sounds like garbage unless it's base crit

Second is a dps boost that's good

Third is the best by far
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