Pls make Chains of Command armor proc requirements in-line with similar effects (dom blow, HoP, ...)
Sigh... I doubt anyone reads this subforum.. but here we go...
https://www.poewiki.net/wiki/Chains_of_Command armor currently has modifiers of: " The game used to have skill gems with "on kill" requirements (dom blow, HoP, absolution (if not designed after the previous two got changed)), but the designers thought this should be changed to what we have now: a chance of procc'ing the skill when hitting a rare/unique enemy, keeping the on-kill trigger, and including a chance to refresh the duration on hitting the rare/unique enemy. Honestly going into a rant on how I think this would improve things feels fruitless because it's my opinion vs the developers opinions, but if the designers think on-kill effects should have been changed to what they are now, then this armor should have its effect requirements changed too. Sigh, even though this has astronomically low chances of being seen or considered, I think it would be fun to play with for mapping AND bossing. p.s. Excuse the "Pls" in the title. It has a 100 character limit. Last bumped on Dec 12, 2022, 12:26:10 PM
This thread has been automatically archived. Replies are disabled.
|
![]() |
Dude, I wish Dominating Blow would spawn sentinels if you hit rare monsters, but it only spawns sentinels if you hit an unique. During this league, I would even wish they would spawn if I hit those thick white mobs in sanctum. They are more of a battle for my dominating blow character then the unique ones.
I wish they would just change all of those skills to "on hit" chances. I even have the feeling that this league, there are more rares and blues in your map than normal mobs. It's suffering on another level. Please GGG... It can't be that hard to provide that bit of QoL to underused skills. Please... Last edited by Thural#6162 on Dec 10, 2022, 3:10:12 PM
|
![]() |
Well, can't argue "QoL" or else ggg would be slow to move. I think it's more fruitful to point to builds that basically have more viable build potential with the "on-hit" effect of summoning minions from a skill (or just not using skills like that at all), and how their decision to change it from historically "on-kill" to some form of "on-hit" should be reflected in similar abilities.
Imo, reliance on The Writhing Jar is ridiculous... but then I think of the Dark Pact build and... whatever dude. There are other unique items with "on-kill" effects that should likely be changed to "on-hit", at least for the ones that summon minions. I'd like to add those to the list and have them as examples, too. Points to aid design philosophy: 1. Regularly going minions will be stronger than scaling a build enabling unique, since rare items will always have better mods. 2. Unique items were supposed to be made more purposeful, but it seems some of them have been forgotten. 3. It wouldn't "shake up the meta" to any great degree since by (1), skeleton mages is currently always the better option than Animate Guardian's Weapon, also DD is better, etc. 4. The limitations of "chains of command" to only having "animated minions" keep its power-level down. In essence, the change to "on-hit" for the effect to trigger would just make single-target combat less difficult. |
![]() |