add a cooldown to charges gained on being hit for flasks
Why: pathfinders can recover 30% (possibly more) life on being hit.
https://youtu.be/ffGslODtGAM?t=365 Last bumped on Nov 27, 2021, 5:10:16 PM
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I think it need to be tested well, cuz in the endgame it takes one hit to get you out for a walk(Even with high defences)... so it might be just a nice compliment to the ascendancy at early game. Update us on your findings. Thanks for reporting!
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in high lvl he would die.. but still
i agree its meh.. poor design but why nerf the flask and not rework that effect of path finder ? this mode on flask is the only hope for slower builds |
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I have the feeling this won't work as well in the end game(aka juiced t16 maps).
also essentially requires a bunch of enemies hitting you |
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" I don't know... it seems pretty broken if u can make it work in a meaningful build. People use shields with 5% max life per block and it's really strong... that guy has 30% life recovery per HIT. That's absolutely nuts if u can get a big enough healthpool and maybe get some block aswell. (those flask charges work on blocked hits aswell) |
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Put it in reddit. Its that broken that Pathfinder needs some exposure if you know what i mean.
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idk about this, there's a lot of other builds who can tank hit damage very well but something like this would collapse to damage over time super fast esp. if its physical or chaos.
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Looks as immortal as the magic finders that are doing only low level maps.
If he is playing pathfinder to use 4 defensive flasks, I think he deserves to be immortal in low level maps. It's a high investment. Last edited by 6_din_49#4066 on Nov 16, 2021, 12:16:42 PM
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On block means that you have blocked (taken 0 damage from hit) whilst when hit means that all hits are getting to your HP including one-shots... humongous difference mate.
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" Not sure if u are talking to me, but no... u're wrong. Blocking counts as "being hit" in PoE. That's why u can get stunned, even if u blocked the hit (meaning u didn't take any damage). U can check that in PoB aswell. (chance to not take damage when being hit) |
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