Skill cost rage is a stupid design.
My sunder cost 11 rage. The big problem is near the end of berserk, when my rage is below 11, I can't use sunder. This make me suddenly be killed many times in 3.14 version.
When rage is running out. I can't use any skill for 2~3 secs. Now, using berserk = you'll be killed at the end of berserk. Too stupid!! Last edited by smtad#6581 on Apr 20, 2021, 12:02:52 AM Last bumped on Aug 19, 2021, 9:35:41 PM
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um you aren't meant to use chainbreaker it's a dead keystone lol
Dys an sohm
Rohs an kyn Sahl djahs afah Mah morn narr |
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I only play 1 character and Chainbreaker is at his core. Lol I guess I can't play until it's fixed
¯\_(ツ)_/¯ What is the value of my own life when it is taken from others so easily?
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" You could invest more than 2 suffixes for mana regen OR unspecc the keystone and play Berserker if you need good Berserk sustain. |
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" I already have 110% inc mana regen and that isn't even 1/4 of what a I need. I'm also a Duelist. What is the value of my own life when it is taken from others so easily? Last edited by Noble_Seiken#0706 on Apr 20, 2021, 2:52:21 AM
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" Sounds like you just use a blue pearl amulet with mana regen suffix and think you can get away with that? With fertile catalyst on rings with mana regen mod and a blue pearl amulet with mana regen mod you reach 300% which should be plenty for builds that are supposed to use this keystone e.g. slow hitting builds with low cost support gem multipliers. Clearly the days where you get away with 100% mana regen are over. Should adapt to it. |
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well.. i kinda agree that the nerf was needed, the idea is cool and im pretty happy that berserer casters (who got all the benefits from melee classes but actually avoided all downsides) are dead
but still.. noone can deny that Chainbreaker now is kinda.. one-trick pony, fitting one, VERY specific type of builds: slow attacking, single-action, fast moving movement skills can eat up all rage you have, been there, done that. esp leap slam (frequently linked with faster attacks and fortify/ecoms and/or culling) murdered my rage uptime. so movement speed it is. ok, cool then there is the 'pre boss setup syndrome' (PBSS). melee character, slam or no slam, pretty much has to place 2 totems, cast a warcry or two - that is half the rage already gone. slow attacking part is obvious i guess. there are not that many builds and even if you invest into mana regen/use rage support like i do on my affected melee dual striker, you still are left with something that has to be a clear oversight: skills stop working on 0 Rage this should NOT be the case. skill should activate with mana/life only, has no rage applied to it. we are talking about cases like being on 4 rage due to berserk. it wont break balance not be abusable to allow people to leap slam away with 3 rage. bonus from this trivial Rage is so low that it can be ignored. making builds clunky or outright dysfunctional is just bad gamedesign ill just never play my meme Dual Striker (this skill needs some help.. anything) because I built it around Chainbreaker, mana regen is fine, i can map just fine once i adjusted supports on leap slam, bossing is kinda weaker but still fine but that risk of dying because i happen to be at 2 rage too low unable to leap away - no, thanks. ill pass fix this, Chainbreaker is fine |
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" No, more mana regen is more danger. Because you have longer "skill disabled time" when you use berserk. |
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The skill not working without rage is already confirmed to be intended by GGG. It's also obvious from the wording. Rage is now a skill cost, if you can't pay the cost of a skill, no matter the resource, you can't use it. Should be obvious.
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What if similar to the the node combat control (warcries cannot exert travel skills)
There was a node granting travel skills a rage reduction or cost removal or does not prevent skill use without sufficient rage (like soultakers mana cost workaround) |
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