Gladiator's rework - kinda.. mixed bag on first glance
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1) So, I assume counterattacks are gone. replaced with 'retaliations'
counterattacks: instant, no cost, short cooldown. retaliations: attack time (70% of it.. ffs), regular cost, insane cooldown, REQUIRE CLICKING and constant checking availability typical DOA cooldowns are fine, cooldowns that have a random (depends on blocking) cooldowns are mentally taxing and unfun to interact with. regardless of numbers. 2) forbidden flame/flesh situation the lucky block chance is blocked (lol) by self-gimp node. how cool is to play gladiator AND use gladiator's flash/flame? this is bad design (unless that weird wording means 'get 150% of base item block' - instead of 23% you'd get 35% + whatever block affixes you have..) 3) the weapon-type node screams Varunastra. it is completely broken if this weapon is unchanged and if it is changed - sad to see it go. unnecessary collateral. weird to see recycled concept from threshold jewel. and other than DS of Ambidexterity it is kinda.. lame, despite looking great 4) the bleed path is kinda weird too. bows get this for 2 sockets, melee has to play Glad (that doesnt look that great) and use up 1/4th of ascendancy power. i actually dont like it here. lucky bleed would make a lot more sense. and Glad lost ~30% more damage for bleeds.. i hope the base changes are that strong because that 30% was actually mandatory Last bumped on Jul 18, 2024, 5:32:53 PM
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