Pathfinder needs better nodes, white monster overtuned and not enough crafting currency

I want to preface this post by I had fun in the first act!

Pathfinder nodes need more power and damage, the 5 extra passives are cute but the slow immunity is useless or mandatory which is bad design, the 50% flask node in a game with 2 flasks that don't get passive charges (0.15 doesn't count) is straight-up useless. Also, why make an aura that gives more than the poison ascendency?!
White monsters can 1-shot in less than 2 sec you and they are too aggro either lower than damage or lower their action speed. Finally the crafting currency it needs a boost drop or a GUARANTY drop on rare and bosses.

Pathfinder idea : Flat charge on flask. Mana flask as a rotating buff. Gain flask while moving. Phasing on doge roll. The further the nodes are allocated on the passive tree the more dmge, defense you get. Poison hinder and main.
Last bumped on Dec 7, 2024, 5:22:14 AM
I can't comment the pathfinder noders, but I definitely agree with the crafting mats. I find myself struggling a lot to use them and I'm only finding a couple of transmutations. There really isn't enough to craft anything other than one trans and one aug if lucky only to end up with crap.

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