Add "Count as having maximum number of x charges" to jugg, raider and assassin!

Like this for jugg as a example!


I really like this mod as it prevents the inconsistency of endurance charge generation when it comes to defense as a jugg. It feels incredibly bad to play as a jugg being very tanky but then encountering enemies that remove all your charges in one hit leaving you way less tanky. There is currently only grand spectrums (nerfed supply of them this league) and ralakesh that could realistically keep up 7+ charges.

I could also make the argument that there is way to little counterplay against remove charges on hit as well. Might not have been a issue if they removed one charge per hit.

It would also be cool if raider and Assassin would get equal modifiers but for respective charge types.
hi <3 I stream at twitch.tv/sjatar_
Last bumped on Jan 17, 2024, 12:07:42 AM
This thread has been automatically archived. Replies are disabled.
I would prefer that enemies/map mods that remove charges on hit be adjsuted so that they only remove a certain number of charges instead of just everything. It can scale with map tier/monster level. And also delete those stupid boots from the game, but that's just me yelling at clouds.
*ed: I'm wrong.

I foresee the issue that too many of these mods available will decrease the need for charge management overall in the game. Especially with flesh and flame jewels available. Charges should be MOSTLY (90% of situations) generated, not automatically given otherwise they cease being charges.
Last edited by jsuslak313#7615 on Jan 16, 2024, 11:59:28 PM
If you make charge removal monsters do nothing against the people specifically using charges, why keep them in the game at all?

I don't agree there's a problem to solve here, but surely if there was, just removing that monster mod seems to achieve the same thing in a less complicated way. Building classes to be good at consistent charge generation and then giving them a bonus that says they have maximum charges seems a fairly inelegant redundancy.
By the same token, charge-based builds are severely hurt by losing all charges when they get hit, hence why I think it should be a scaling value on monsters, instead, and if losing charges wasn't auto-death then stacking otherwise excessive generation becomes a reasonable option to fight against the mod.

Report Forum Post

Report Account:

Report Type

Additional Info