Why are crucible trees on scepters so BAD

I've done the league mechanic many times now on lots (20+) scepters and they have all been just complete garbage. Just a complete waste of time and it just murders all the (little) fun and excitement I had for this league mechanic.

Why should I bother engaging with the league mechanic if I get the following garbage crucible tree on a lvl 85 scepter that I channeled on a tier 16 map.



I tried 1 claw to see what I would get there and the first node was +15 global damage
I tried a minion wand, first node +20% minion damage.
And then bows Bows have +1 gems and 40% increased global damage

All of them actual upgrades and interesting nodes.

But here we are with scepters to get +2 to 6 physical damage and a bunch of other garbage.

Great job, this is very motivating, great design.

Update:
Finally found a good node I wanted to use. I craft the weapon into a decent weapon and I got all the 3 nodes that I wanted actived. I found another weapon with a node that I wanted and actived that in the forge. Go to the forge map and combine the weapons, all the nodes (apart from 1 of the weapons first node) that I had selected and put experience in are gone.

Update on my experience, I did not have a fun time getting the correct nodes on the initial trees, after 3 days channeling in a map is already boring because 95% of the time, the outcome is shit. Then doing the other part of the league mechanic, combining trees. All the good nodes that I had channeled and active, gone. I'll probably give it another go at some point. However, I expect I will just search trade for a weapon with the nodes I want and just stop with the league mechanic.

How I'm experiencing the league so far and what I want to do in the league is night and day compared to before the league started and now. I was planning on doing like 3 builds and going for the 40/40 challenges again, but tbh I really don't care. Such a stark contrast to Sanctum where I was hooked for 2 and a half months before I started to be done with it.
Last edited by TheEwoot#5566 on Apr 11, 2023, 12:47:34 AM
Last bumped on Apr 19, 2023, 6:41:09 PM
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So, you tried 1 claw, 1 wand, a few bows, and a mace... and you're talking about some kind of "tendencies" in the semi-random allocation of these passives? 3 days into the league?
Even with the specific item tree nodes known, you'd need a sample of thousands of trees on items to be able to reverse-engineer how likely the nodes and the upsides/downsides appear on items of different categories.
Exactly, three days into the league discovered a lot of trees and my impression is that so far it has been a waste of time to stop and do the league mechanic. With Sanctum there was a clear view of the rewards that create a goal for the player (me) to chase. Here I only have had negative experiences with the league mechanic and I haven't seen any rewards for my character and thus the league mechanic doesn't add goals for me.

The problem with Sanctum was that I couldn't play the league mechanic enough. I would have loved to do more sanctum runs. Now, I rather not do the league mechanic at all and just skip it now.

If this will stay the same, the end result for me will be that I will get bored of this league much faster than Sanctum which I loved and move on to another game.
im yet to find any tree usable for scepter users, not a single node makes me want to get it, all are downsides
Can confirm too.
Same, literally, +1

Scepters trees sukz big time.
Bows can be good.

But I have only had bad trees.
can u get maximum power charge havent seen one yet?
only thing i got from all this league is, + minimum frenzy charge, there is nothing to even combine
"
jarc15 wrote:
can u get maximum power charge havent seen one yet?


I think they ninja'd this.

I had a wand with +1 Maximum Power/Frenzy -1 Endurance and suddenly it was Minimum.
I haven't seen a maximum since. Playing Occultist so I been watching it.

Overall I'd say the caster mods have been pretty weak compare to attack mods.
That's mostly fine except bows getting those crazy nodes too and they're plenty fine.
"Never trust floating women." -Officer Kirac
Spells already have really high base damage.

For example a level 20 Fire Trap spell (no quality at all!) has 915-1373 BASE fire damage and 3018,8 base fire damage per second. And 286-429 added fire damage to burning enemies.

This can be pushed waayyyyyy up with +level gear. At level 26 this spell will deal:

2055-3082 fire damage
6777.4 per second
642-963 additional towards burning enemies

This is all BASE, we scale the damage from these numbers.

Attacks scale better by employing "effectiveness of added damage" multiplier on attack skills. Spells don't have that - they just have really high base damage.

Thus adding 100 damage to spells is much less effective than adding 100 damage to attacks.

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