3.15 Flasks change make sense, but flask types need changes.

I have been using the new flask system in 3.15, and I think it does improved the gameplay quite a lot for me.

My set up is two auto-flask (use when full and hit rare/unique monster), one for remove curse, one with enkindling orb and a life flask. This allowed me to occasionally use the enkindling flask and use the warding flask sometimes when I'm cursed. Comparing to the need to tab 4 button every few seconds, it reduced the stress on my left hands and also allow me to use more active abilities.

However, I think utility flask types is flawed in the new system. Particularly, the one you want to use for reactive situation. There is only one flask type that works well for this usage, which is Aquamarine, or arguably Stibnite is another one? Do you really want the buffs to your defense or damage only when you are inflicted will ailments? (especially when you can remove them with the same flask system).

I am quite certain that a flasks that provide no inherent effect (just buffs from flask affixes) will be very popular if it comes with low flask charges.

Utility flask type as it is now seems to provide buffs that you want to have always, rather than something that accommodates reactive gameplay, and I think more works on flask types are needed ("Sap nearby enemy on use" is an example).
Last bumped on Aug 2, 2021, 9:34:33 AM
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ye utility still super bad atm and either need more nerfs or rework
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Now there is no need for flasks. Previously, I used a flask on armor and physical damage reduction, which gave my build good survivability. Now, not only are the stats of all cans reduced by 2 times, they are also almost not charged. Oh yeah, also make an anti-shock flask (automatic) and go to the map with shocked ground ...
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Now there is no need for flasks. Previously, I used a flask on armor and physical damage reduction, which gave my build good survivability. Now, not only are the stats of all cans reduced by 2 times, they are also almost not charged. Oh yeah, also make an anti-shock flask (automatic) and go to the map with shocked ground ...


The shock really sounds like an oversight.

I actually find that seeing flasks as 4 kind of buffs that you expected to have good uptime just doesn't work in this new system. The way I used the flask that I have mentioned make 3 out of 4 utility flasks into a situational buffs, I only use Granite flask as permanent uptime one.

The thing that I struggle the most is finding the good flask type for situational use in the way I wanted to, there are just not enough good options.

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