Revert back the pledge of hands change, you ruined it GGG



staff is vendor food right now

there is not a single skill that is better with 'greater spell echo' than without it. and you CANNOT animation-cancel from this THREE cast sequence
the "more spell" damage--aoe per repeat is only good for skills like detonate dead. any projectile without aoe was better off with spell echo
Poe Pvp experience
https://youtu.be/Z6eg3aB_V1g?t=302
https://pathofexile.gamepedia.com/Pledge_of_Hands

Even on poe wiki is still written: "Pledge of Hands has a legacy variant."


ps: Pledge was my first 6L item for 7ex back than.. pitty :)

I want to give this issue more attention so I uploaded a video of what ball lightning is like before and after the nerf to the staff:

Before pledge nerf: https://youtu.be/5jpJz8Cwtd0?t=106

After pledge nerf: https://www.youtube.com/watch?v=uf8jNtc4RH8

Notice in the first video how I can do l33t 360 degree 420 noscope spins and create an impenetrable wall of lightning, even with faster casting + greater spell echo + spell echo, when I try to do that it only creates separate columns of 4 balls with the new version of the staff.

Using spell echo + greater spell echo + faster casting does bring it closer to what it was like before the nerf, except you have 1 less damage support and you can't move your character since you are stuck in a 4-cast animation (initial cast + 2 repeat from greater spell echo + 1 repeat from spell echo)

Doing fights like uber elder using this staff is now impossible for me, because of lack of mobility.

Notice how easy it is to kite with ball lightning before the nerf to the staff: https://www.youtube.com/watch?v=UoRTx_uUCmQ

Just another vid showing how mobile the skill use to be with pledge: https://www.youtube.com/watch?v=K0_O_xvihNc&feature=youtu.be
IGN Sikler
Last edited by sindronian#5726 on Jun 8, 2019, 8:29:04 AM
I took the following post from another user by the name of "codetaku". They provided a good analysis and perspective that might be of use in this discussion.


"
Will the repeats be "free", ie, will they happen independently of your character animation (unlike current spell echo)? Further when it says "repeat twice", does that mean 2 additional times like multistrike or "occur twice" (repeat an additional time like current spell echo)?

It's impossible for me to tell if this is a good change. If it repeats two additional times and the repeats are animation-free then this weapon is becoming godlike-amazing. If the repeats are not animation-free then the support gem itself is nearly useless.

Edit: I'm reading through the responses and people seriously don't seem to understand the potential that this is a huge nerf.

The balance around the "intensify" gem shows that GGG doesn't actually get how damage ramp-ups work. Let's say hypothetically that Greater Spell Echo works like this:


Your spells occur 3 times at normal speed, but you have to be in the animation to let them happen. The first spell works like normal, the second spell has 50% more damage (and x AoE, who cares), and the third spell has 100% more damage.

If you are standing still through a whole boss fight while casting the spell in this weapon, that'd only be 50% more damage on average ((0 + 50 + 100) / 3 across 3 hits without a cast speed modifier). If you ever have to animation cancel, you are losing that extra DPS (since it only applies to the repeats), in a way that regular spell echo will not lose.

In contrast, level 30 spell echo (as the old pledge of hands has) is 80% more cast speed and 10% less damage, for a 1.8 * 0.9 = 1.62. In other words, old pledge of hands is a 62% more damage multiplier in a support gem.

The likelihood that this is a nerf that GGG doesn't even understand feels very, very high. To be a meaningful buff, it'd need to be more like 100% more damage per repeat.
IGN Sikler
Another rushed change from GGG. Please take the time to playtest these things.
If this change in how it plays was intentional, I can't understand why.
It doesn't make sense, it's not a broken unique either.
It feels like an actual mistake from them.
Last edited by bobobo96#0075 on Jun 8, 2019, 6:20:53 PM
they need to give animation cancel azap to it so it s not totaly shit
Poe Pvp experience
https://youtu.be/Z6eg3aB_V1g?t=302
Give it animation cancel AND reverse it: 100% increased Spell Damage for the first shot, 50% first echo, 0% second echo.
"
Head_Less wrote:
they need to give animation cancel azap to it so it s not totaly shit
Giving it animation cencel is all well and good, but if you're cancelling it you're losing most of the gain in the first place.

Having to cast THREE times in a row in the same direction to get any value from the staff looks like complete horsepoo. That was already the biggest "problem" with spell echo, such as it was, and that was only two casts with a massive cast speed modifier.

This looks just awful and unwieldy; I i think id rather just have a staff without the greater spell echo on it in the first place. Struggling to think of a situation where I'd want that greater echo.
"
Head_Less wrote:
they need to give animation cancel azap to it so it s not totaly shit


Even if they gave us the ability to cancel it, you're going to have to cancel it every single time you cast. The amount of damage you lose by doing that...

Giving a cancel wouldn't make it worse but it still results in a big dps loss overall so I think thats only a partial solution.

"
BlackRainbow666 wrote:
Give it animation cancel AND reverse it: 100% increased Spell Damage for the first shot, 50% first echo, 0% second echo.


Best idea I've heard so far. I'd still just prefer for them to reverse changes to previous variants of the staff and keep it to new drops, though. Probably not realistic.
IGN Sikler
Last edited by sindronian#5726 on Jun 8, 2019, 9:50:56 PM

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