do NOT remove bleeding chance from Vulnerability

i hope the 'streamlining' of curses wont end in Vulnerability loosing its chance to bleed (AKA yet another collateral nerf to phys melee)

for people unaware - bleeding is in pretty bad state nowadays, funnelled into few 'correct' choices and 100% useless for everything else

- 2 clusters on the entire tree (Poison gets 5.. + few supports)
- the tree gives only 70% chance to bleed
- cluster jewels give ZERO chance to bleed
- regular jewels might roll +3-5% chance to bleed. wow.
- Chance to Bleed Support is pure garbage, dont even mention it
- 'bleeding suffixes' on weapons are cool but good phys weapon is already the hardest item to craft in the entire game so it is 100% unrealistic to count on it
- Bleeding masteries.. yeah, no

- various mods like Bleeding Duration, Bleeding faster damage etc were removed or reduced to almost nothing. it devolved into 'stack phys dot multiplier'


it is already difficult to even consider using bleed on non-shield/non-Glad build, but if Vulnerability is gone, phys melee just lost quite a chunk of 'quiet damage' bleed deals in the background. it isnt much but it adds up and does its job (prevents ES recharge, kills stragglers etc) - every phys melee support gem has a bleeding damage multiplier, it really does add up

i know 'but curses will be stronger now', yeah maybe - do not know the numbers

i just hope it is not yet another 'oh btw melee is dunked by collateral' type of deal
Last bumped on Nov 28, 2022, 5:29:27 PM
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todays faq :

"
Can you give us more of an idea of how Vulnerability has changed?
It no longer has the stat, 'Ailments inflicted on Cursed Enemies deal Damage 20% Faster." This stat previously didn't work so this doesn't functionally change anything to remove it. We've also buffed its chance to bleed and it still has its increased physical damage stat.



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