Masteries on the passive skill tree should be stackable
only one or two is worth allocating, leading to heavy damage nerf.
This account is only for feedback and suggestions. Last bumped on Oct 23, 2021, 3:59:34 PM
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Well, some passives are better than others. You still have to travel for the better nodes if possible and skipping masteries once you pick the "good ones".
I have a feeling that it is this way to not completely devaluate clusters as those are still providing more power than average 3rd/nth mastery points. (but from my perspective, not even cluster passives should be stackable so... :) I represent only myself, my own thought and believes. I am individual, not a representative of the community.
I am not speaking on behalf of someone else and I don't get offended by things that have nothing to do with me. 3.13 was the golden age. |
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their biggest problem is: 'they are uneven'
some masteries have really good or at least usable choices, like 3-4 legit choices you might want to make on the other hand, some masteries are garbage if all masteries were more-or-less on the same level (be it really strong or mediocre) it wouldnt sting so much. but it does compare 'lightning mastery' or 'mana mastery' to 'curse mastery' or 'mace mastery' (or any melee attack mastery) the first group is full of shiny extremely powerful effects, the second.. well. there is one good pick and thats it. and yet you take 2-3 related clusters anyway so you miss on possible upgrades from masteries. right now mana/lightning builds got enormous power spike from masteries which cannot be said about several other builds. |
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" true. This account is only for feedback and suggestions.
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" if you cant utilize new stuff then why bother adding? imo what they have done is a trick, just move some old passives to masteries and add several useless to make you think you could "choose". This account is only for feedback and suggestions.
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Not sure what mastery list your looking but most are pretty powerful or build enabling. Do some of them require some tweaks? Of course and even then it will be impossible and undesirable to perfectly balance them.
They will just become part of the update cycle where next patch some get nerfed and others get buffed making some builds possible while making others less viable. Now you actually have to make hard choices and put the stuff you didn't select on other pieces of your build. Last edited by Souchirou#6243 on Oct 20, 2021, 5:55:49 AM
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" source: https://poedb.tw/us/Passive_mastery (might have not been yet updated to tree:v3) excluding the first one that is a 100% no-brainer for any non-cold-based build, what there is powerful or build enabling? Maces are in general 'wrong' choice in this game ATM, what in here would make it a 'good' choice? Chill you can get elsewhere (and cheaply), 20% inc AOE is most often than not meaningless in practice, Crush is irrelevant in general, Double Damage is strong but.. 1s+ attack time? no thank you, stun duration is worthless and hits that stun.. good luck consistently stunning bosses when you need that. the underlying problem here is 'stun as a mechanic is bugged' as it was not upgraded to new threshold values along with ailments. fix that and then maybe maces might have a place.. but now? why bother? 1s+ attack time == slams. well.. kinda sad that slams were killed last league are these masteries going to change the FACT that maces < axes/swords/staves in pretty much every possible scenario. imo - no. |
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" Actually, most of these are decent. The first is for damage to Chill, not Freeze. Chill isn't a particularly expensive mechanic, half of builds these days use Skitterbots anyways. 20% AoE is decent enough, over half a cluster worth. Doesn't even specify weapon damage, for Sceptre users. Crush is just strong. The cluster on the tree that has Crush only has it for the first 4 seconds of damage. On a full boss fight, that sounds pretty good. 12% for Double Damage is also strong, and the condition is attacking slow, like many exerted builds. 50% stun duration is probably not amazing, but it is conditionless, and again works for spells on Sceptres in non-stun areas of the tree. Culling Strike is probably questionable on generally strong weapons, but if you need it to reliably get your on-kill effects... there it is. ------------------------------------------- Not saying that every mastery is gold, but most have some type of purpose. This Mace one seems generally sound, too, the majority of questionable ones I've seen have been utility-based, but overall, they're either generally worth it for you or not. If it isn't worth the point, don't spend the point. |
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If they stack, in almost all cases everyone will just pick “moar damage / moar defense”. We actually get to make interesting choices for build utility by not being able to stack the same mastery.
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" I can already see people theorycrafting attack builds with swing timers of 2 seconds ;) Jokes aside. For me it seems like a suicide pick to stand for so long in one place, especially in dynamic endgame boss encounters. It would maybe be worth ,as hit and run, with the old slams and bleed but that is out of the equation. Masterpiece of 3.16 lore "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 Last edited by gandhar0#5532 on Oct 20, 2021, 10:41:53 AM
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