Black Zenith unique gloves interactions with channelled skills, minions, totems
Chanelled spells
Channelled projectile (Winter Orb, Holy Flame Totem) spells will not go on cooldown until the channel is ended. This is expected behaviour but problematic when used with totems. Minions: Black Zenith has very inconsistent interactions with minions. The expected behaviour is that all minions' spells would be affected by all of Black Zenith's effects, but in reality most of them aren't affected at all. Skeleton Mages don't fire additional projectiles or in a circle - probably don't benefit from Black Zenith at all Phantasms fire additional projectiles and in a circle, but don't receive +4s cooldown Phantasms that are created by a spectre don't fire additional projectiles in a circle - probably don't benefit from Black Zenith at all Spectres don't get nova projectiles - probably don't benefit at all Totems: Normal projectile spell totems seem fine, they only fire one projectile every four seconds but channelling spell totems are very problematic. Summoning a Holy Flame Totem (or other projectile channeling spell totem, like Winter Orb + Spell Totem Support) doesn't get a +4s cooldown; the totem itself does get this cooldown. However, summoning a non-channeling projectile Spell Totem (e.g. Fireball) does have a +4s cooldown Totems do not have decreased durations In summary, this makes channelling projectile totem spells extremely strong (especially winter orb because it shotguns) while minions don't really benefit at all and manually cast spells are affected as expected. One simple step to solving these problems would be to give the downsides (cooldown, less duration) to all socketed spells, while only giving the benefits to projectile spells. Please hire me as intern, thanks. Last bumped on Feb 12, 2022, 11:52:04 AM
This thread has been automatically archived. Replies are disabled.
|
![]() |