Masteries on the passive skill tree should be stackable
" I'll admit that the old seismic was a bit on the overtuned side, and I don't really like slow slams being locked behind one specific skill, but yeah, we do need a strong incentive to play that way. On the main subject, if they were stackable you'd just keep going for the best mastery, so this is a better option. As long as they keep finetuning them, of course, so less of them are outright bad. I imagine they were too strapped for time to really sit down and think about some of those, chris likely wasn't taking off his templar slave driver costume. 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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2 sec per attack is 100% unplayable in endgame. there is simply no debate here.
" problem is that right now players are simply going to pick the best MASTERY. ive did some digging and the absolute winners are Lightning/Mana combo. the masteries you get (And ALL of them are pretty much relevant to most builds) are simply simply great. and not only directly - the raw power - they free up cluster jewels' points. you can spend them elsewhere because the 'great' cluster jewel notables are now masteries. wonder what life builds are going to do - pretty much every build is going to have 5 life wheels allocated but I cannot find a reason to allocate anything but the +50 and MAYBE +10%/-10%. other options are outright bad (flasks on low life, we have panicked for that) or one-build-centric (RF regen while moving) attack masteries are equally bad, curse mastery is just sad. 'just dont pick them' is not an option tho - lots of damage passives got removed from the tree so there are very few options left. it just sucks any mana-stacking caster gets so many freebies while life-es based fire caster gets leftovers. ive been redoing my Scorching Ray (yep, it sucks) Hierophant (yep, bad choice) and.. ive ran out of damage nodes. Not to mention GGG gave up on Channelling skills anyway :) |
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Yes, I agree that they should stack, but they should stack with diminishing returns. Somewhere around .667 multiplier (2/3) per stack would probably work. For instance, if a numeric value is +10 for the 1st selection, you'd get +6 (10 x .667 rounded down) for the 2nd time selecting and +4 (10 x .667 x .667 rounded down) for the 3rd...et cetera.
Not having them stack is missing out on opportunity for build dimension and diversity, while diminishing returns make less likely situations where stacking creates game-breaking builds. I'll add that rounded-down values should be cumulative, so in the above example, the 3rd stack would actually provide +5 (6.67 + 4.49 = 11, rounded down), and more importantly, selections that give +1 would then give another +1 upon the 3rd selection (0.667 + 0.449 = 1, rounded down). Last edited by biyanpian#4395 on Oct 23, 2021, 2:39:53 PM
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Nope, they are extremenly uneven. Bow masteries are total crap for example
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" Balancing will be needed, but that seems like a different topic entirely... unless you're suggesting that some are intentionally much better than others specifically to create balance among all builds to which each mastery selection applies. |
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