Setup needed to keep up endurance charges is too much.
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Currently I feel that needing to repeatedly cast enduring cry, then warlords mark, then maybe enduring cry again, then maybe another enduring cry, then having to keep the duration from expiring by casting again and again... to be really annoying. So I'm providing feedback on why it's annoying and how it can be less annoying.
Enduring cry sucks. You'll rarely get more than 1 charge until it's very high level, 2 charges out of 9 with a cooldown of 2 seconds mean you need multiple gems and slots dedicated to EC on the hotbar in order to be able to get a decent number of charges quickly against bosses or between packs. It's the only non-trap skill with a cooldown that can't be bypassed by expending a charge. So, why not let the player bypass the cooldown by spending either a power or frenzy charge? The end result would mean gaining charges through EC would still take as much cast time but if fed with charges allows the player to use more skills on their hotbar. So I would then only need frenzy and EC on my hotbar if I'm not already a frenzy/power siphon user (power charge on critical would be interesting here too). The only other source of endurance charges is warlords mark, which is great and even better if you have a quality version. The problem is that repeatedly casting curses in the middle of fighting as melee isn't that great, so you either set it to a totem or go back to EC when you NEED to refresh the timer. Endurance charges can be vital to a characters survival so refreshing the timer should probably be easier, even if it doesn't mean gaining a charge. Below are some suggestions that I think would really open up the endurance charge mechanic into a build rather than a burden. Listed from most to least wanted: * As mentioned, allow cooldown on EC to be bypassed by expending either a frenzy or power charge. * Possible new strength buff skill that grants the chance to gain an endurance charge when critically hit as well as refreshing charge duration, but not granting a charge, every time you are hit. * Possible support gem that converts a curse into a buff, reserving its mana cost and having the curse apply to enemies when you deal any form of damage to them. * Possible keystone/unique that halves charge durations but makes charges dissipate one by one rather than all at once. Not all of these are necessary but the first 2 would really help simplify things for melee fighters trying to make use of endurance charges. They're wonderful once you have them, but annoying to keep going. Anyone else running a 9 charge chracter and feel me on this? IGN: Asser, AssDelver, Assphobic, AnointedAss, BetrayedByMyAss, CrackedAss, FracturedAss, FulcrumedUpMyAss, ImpaledAss, IncursionOfTheAss, WarForTheAss, UnleashTheAss, ScreamingAsshole, SwampAssKing, Yui Last edited by Wooser69#4318 on Apr 11, 2013, 7:53:20 AM
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How many enduring cry gems do you use in your setup?
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Enduring cry is painfully boring. So painfully boring. Spam it, spam it, spam it, spam it. It actually makes playing painful.
It would be better to have it as an aura and you keep charges after killing an enemy. Or not even as an aura, as a permenant passive ability. Last edited by Brussel_Sprout#2197 on Apr 11, 2013, 8:22:38 AM
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Warlords Mark
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I see 2 problems with EC as it is. First the underlying endurance system works backwards from how you need it to. When you approach enemies is when they're at their strongest. All their leap and poison arrow cooldowns are available, and they're all alive. And you're at your weakest, with no endurance. What I would propose is that endurance constantly regenerate to it's maximum charge count and lose charges upon taking damage. Then you make EC a longer cooldown that restores full endurance charge. It also should not take the place of, or interfere with movement or performing other actions. A defensive skill that makes you a standing target surrounded by enemies while doing nothing offensive is a poor defense indeed. Then the formula needs to be adjusted so that it's a linear increase in effective health as you gain charges and not an exponential.
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" Only 3, it's still pretty silly though. IGN: Asser, AssDelver, Assphobic, AnointedAss, BetrayedByMyAss, CrackedAss, FracturedAss, FulcrumedUpMyAss, ImpaledAss, IncursionOfTheAss, WarForTheAss, UnleashTheAss, ScreamingAsshole, SwampAssKing, Yui
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i think it would really help if the cast time was reduced and you could cast while moving. it would also make it feel more like an battlecry you shout while running into battle.
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Cast time was reduced recently. I agree though, it's annoying to use EC over and over again during fights. A melee support gem which grants Endurance Charges on hit could help, yet you had to waste a socket. :\
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There may not be a whole lot of interesting ways to get them, but they definitely don't need to be easier to get or maintain (Endurance Charges are already the easiest, by far).
It's always been intended that charges be difficult to maintain. You're not supposed to be able to keep them up all the time without some dedicated effort. That's why they have a rather short lifespan and why they all dissipate at the same time. Closed Beta/Alpha Tester back after a 10-year hiatus.
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