Unique Belt: you can only have 1 life flask, your Tincture is always active, flat mana burn
For true tincture enjoyers and flasks haters
A chase item, competitive with headhunter and mageblood I believe in you GGG Last bumped on Jul 24, 2024, 6:51:43 PM
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drops from Wildwood boss? :p
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hot take: the new tinctures effects that we've seen look bland and are already balanced purely by the loss of a flask and a limited duration they don't need the other three axis of counter balancing (cooldown, manaburn, and tree investment).
Unless they're hiding the more build enabling ones like "all damage can ignite" or "all damage can bleed" tinctures and only teasing the "you get some attack speed and higher crit number" tinctures or something I'm not seeing a tincture that is actually worth removing a flask for let alone investing against mana burn or the cooldown babysitting for that matter. But then I'm weird and hate babysitting cooldowns/timed buffs as a game mechanic Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years. |
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You can already do have your tinctures active 24/7 with a infinite loop setup along with a juicy 150%+ increased effect along wtih two rare flasks getting boosted in effect and also 100% uptime. I didn't spend much time in PoB yet mostly cause it's not fully functional yet but you can do some crazy shit with tinctures on a shoelace budget.
But a belt to allow a third or forth tincture as warden or second and third as every other class would be quite interesting. Flames and madness. I'm so glad I didn't miss the fun.
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" The 1st iteration we got was perfect.. it's just sad what they came up with for this version |
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Increased effect is an opportunity cost, those passives can also be warcry effect or rage effect a cluster jewel or so on. Just another axis to balance. But also not an actual benefit of the mechanic per se.
I can use that opportunity on rage and get more a multiplier or tincture and get 86% increased ele dmg and 17% attack speed, (effectively 2 good rare mods) and then passively invest in one or the other. Rage is arguably stronger in most cases (because multiplication) but also its passively generated requires no buttons doesn't mana burn and oh also doesn't use a flask slot up. which I'm sure I'm not the only one to notice have a tendency to be very strong arguably quite a lot stronger than the rough equivalent to a strong weapon prefix and suffix. IMO tinctures need to have something build enabling to merit so many downsides. hopefully the ones we've seen are the starter tintures and not representative. Tincture of Ferocity: Rage gives 1% more attack speed per 2 rage 10% increased effect of rage (Tweak the numbers however is needed for balance) then you invest. it synergizes with dual wield multiplicatively and encourages investment in two axis instead of one (rage effect and tincture effect). "All damage can ignite" "All damage can bleed" "your block chance is lucky" "More maximum physical damage" Or maybe something like "1% reduced spell damage taken for every 5% overcapped Spell suppression up to 80% (or could be reduced attack dmg with overcapped block whatever)" Now your warbanner that gives spell suppression (which lets face it NO ONE is capping their suppress with and so is kinda a dead stat) gains utility for the overcap amount and reason to invest in two axis. just my feeling on these I wanted them to be much more like Affliction tinctures and much more "always on" if they're going to have 3 or 4 very strong downsides. Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4. If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years. Last edited by alhazred70#2994 on Jul 24, 2024, 6:55:32 PM
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