WHY ON EARTH SCRAP THRESHOLD JEWELS?
" Sure, I was just saying that with designs like that which charge the skill up, it's more common to make it more impactful in both the effect and charge time, so you're effectively using two skills at once with lower effect. And that's a good thing because you're getting the option to play the game with a different flow, maybe gives you a reason to mix attacks and spells, as pitiful as that option is in PoE. What PoE had to do with it is use it to circumvent the issue of virtually not being able to cast spells normally anymore. That, of course, isn't a good thing, because if it's required you might as well make it a default casting method, and having a game like that is ridiculous. 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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When i saw the nerf of soulmantle i was like ok we going to the right direction.
but them they did not buff any of the pure totem skills at all. then they removed the thresholds jewels and the only spell i was interested in playing is dead. to get extra projectiles on freezing pulse and frozen orb is another loss in dps and that will put then back to the original state. what is the point?. lets add 50% more dmg but lets remove 22 more from projectiles and another 22 something more from spell totem. hmmmmm? |
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I believe threshold jewels were first introduced as a "fix" to the bellow average skills at the time. It was the way GGG decided to make those skills better. Since the skills changed over time these jewels became a must because they made the skills way better than intended. Guess GGG decided it's time to let go of this patchwork fix they had a long time ago.
Oh, and I always found it odd that those specific skills/spells had jewels while others much worse didn't. Last edited by lupasvasile#5385 on Jan 26, 2022, 11:09:08 AM
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