Used When charges Reach Full flasks have undesirable behaviour on entering new zones
Currently, when using an instilling orb to give a flask "used when charges reach full", such flasks do not automatically activate upon entering a new zone and leaving grace period, even though they are full. They instead seem to activate when charge gain occurs next after being full for several seconds.
This can result in deaths for builds that rely on 100% flask uptime (such as using coruscating elixir to prevent chaos damage bypassing energy shield). In circumstances such as: • In maps, getting a group member to TP you into a fight • In sanctum, wraith boss fight starts immediately and does chaos damage • When coming out of a league mechanic like sanctum, back to a map, when there is desecrated ground in the map Regardless of the logic behind whether or not "reaching full" constitutes going over full, or just being at full, this type of behaviour feels decidedly unpleasant to play under, and undermines the permanent flask uptime playstyle. Would recommend that a check be put in place for these flasks to auto activate upon leaving grace period, if full. Last bumped on Dec 19, 2022, 7:39:38 AM
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" that's because the falsk IS full and not REACHING full. So pretty sure that's per game design of GGG. |
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And wouldn't it be better to use "Reused at the end of this Flask's effect" for 100% flask uptime?
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" The answer to this largely comes down to whether or not it's their intent for the 100% uptime idea to have a gap of protection etc at the start, regardless of which option you go for. It's PoE, so that totally could be the intent - but it still feels uncomfortable for someone trying to use it as a reliable mechanic that they've built into sustaining. Whether that discomfort is by design... only the devs know, really :) |