I think controlled destruction support must be buffed

Even in Ultimatum it had 3% usage. Meanwhile, Arrow Dancing sits at the respectable 0.1%.
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Johny_Snow wrote:
Even in Ultimatum it had 3% usage. Meanwhile, Arrow Dancing sits at the respectable 0.1%.

Yeah, well, with the way this league is I think we'd see 0.5% if there was no SST.

Percentages aside, I think we should put into perspective what the keystone is intended for. Arrow dancing and some other keystones aren't supposed to do anything special, and RT is a general purpose keystone. The problem is it's pretty much used just for bleed and maybe impale, and that's a very niche use considering that nothing on that keystone specifically interacts with bleed or impale.

It's a part of the bigger problem I mentioned on the first page. Nobody played bottom-left side of the tree because there was no crit there, then it got crit, but then people complained there's no accuracy there, so it got accuracy too and ultimately people just play crit with their direct damage builds because why not.

That was my whole point, if setups that should use RT aren't attractive, then you can make RT attractive. If it's linked with EO in some way, you're giving people another scaling option, not as powerful as crit, of course, but it would have a very low opportunity cost so it frees a lot of build real-estate to use on something else. You get where this is coming from? I want people to use that keystone for more things because it could be used for more things, it wasn't designed to be niche and certainly doesn't have to be.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Last edited by raics#7540 on Aug 10, 2021, 11:39:08 AM
Seems like such an insignificant problem. Let's make a keystone not used in the way you want it used slightly better even though it still would not be a good option for what you want it to do.
Last edited by Johny_Snow#4778 on Aug 10, 2021, 11:41:47 AM
I'll beg to differ there, non-crit builds that don't use some auxiliary damage mechanic virtually not existing in the game is a problem, and not a small one. Giving RT synergy with EO and Controlled Destruction or improving it in other ways wouldn't fully solve the problem, or the underlying issues it points to for that matter, but it would be a step in the right direction.

In any case, it could add something we currently don't have to the game. And that's my problem with the Instruments passives I mentioned, if they could be used in the intended way, they would add something new to the game, the way they're currently used is just an extra to the same old, tired builds.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
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raics wrote:
I'll beg to differ there, non-crit builds that don't use some auxiliary damage mechanic virtually not existing in the game is a problem, and not a small one. Giving RT synergy with EO and Controlled Destruction or improving it in other ways wouldn't fully solve the problem, or the underlying issues it points to for that matter, but it would be a step in the right direction.

In any case, it could add something we currently don't have to the game. And that's my problem with the Instruments passives I mentioned, if they could be used in the intended way, they would add something new to the game, the way they're currently used is just an extra to the same old, tired builds.


RT is kinda meaningless for CD support, CD only works with spells
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ciel289 wrote:
RT is kinda meaningless for CD support, CD only works with spells

Yes, that's what the thread is about, how to improve CD.

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raics wrote:
The change to less crit chance was good, as crit builds using it before was ridiculous, but yeah, it could use a bit more work.

- If non-crit is supposed to compete with crit at least a bit, the multiplier should go up some more, also, no good reason it should affect only spells
- However, they can't buff the multiplier as long as it affects dot on some spells
- For a non-crit build I imagine Elemental Overload and this support should play well together

So, maybe something like this
60% more hit damage
no extra damage from critical strikes

So, you can trigger overload reliably and it's a great support for non-crit attacks too. Maybe also change its stat requirement to int-str and introduce some new support for dot if needed (less hit damage, more dot damage or something), to compensate for the removal of this.

I'd also change RT to no extra damage from crits while we're at it, just to open up more potential interactions, but as long as it's this easy to stack accuracy I don't expect it will be popular. Dunno what could make it attractive, maybe something like 'your hits always inflict ailments', so if you have 5% chance for blind, bleed, poison, impale or whatever, that becomes 100%. Its drawback affects spells so the benefit should maybe also do so to some extent.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
"
ciel289 wrote:
EO isnt meant to be triggered by the mainskill in most cases
it offers a lot of cost efficiency for its power
the change to CD was needed and make sense
RT needs some love though
a single crafted modifier (hits cant be evaded) is more powerfull than the keystone,which imo shouldnt be the case

A weapon crafted affix is much more powerful than keystone did make sense.

Which keystone can give you power more than 129% local physical damage?
Last edited by smtad#6581 on Aug 10, 2021, 3:27:49 PM

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