Recommendation for Cast on Abilities
There is no doubt that the mechanic change to cast on ailments were significantly overdone. Below are some of the recommendations I have as opposed to the current system.
Recommendation: Revert to prior setup and do one of the following. 1. Apply a reduction to the base meta gem reducing %dmg, %mana cost and %status ailment from skills/spells within cast. - This would allow the same enjoyment from the abilities while bringing them more in line with where they should be power wise. This would also allow the metas to cast frequently but not trigger off self. Cast on freeze for example. Say you have 100% freeze buildup. The gems within would have say a 20% reduction in ailment application, reducing its likely hood of contributing to another cast on trigger. 2. Apply % increases to energy required by adding certain abilities to the meta gem. Example: Comet has an extra Affix. This skill increases the energy cost of the meta gem by 20%. In this scenario, every gem added to a meta would increase the overall energy cost to trigger said meta by X% amount, reducing occurance frequency. -This would allow the weighing of occurrence frequency based on inserted metas. Add to many strong skills and the requirements can get pretty high. This would also significantly impact the variability of setups and allow the user to weigh pros and cons. Just a couple of ideas. Theres more pro's and con's to each but I think you get the idea. The current state of cast on feature however is not good. I now have instances where I kill packs of enemies with nothing, then encounter a single mob and baam, whole cast on wasted on a single white. The current state does not feel good as I believe many are wholly in agreement with. Last bumped on Dec 15, 2024, 6:43:45 PM
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My suggestion would be to make triggers easy to proc initially but with something like 20% more energy required per proc in the past 4 seconds.
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Even just adding a gcd of 1-2 seconds I think would be reasonable.
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if you take something away from players you need to give something back.
At least solve our mana problems. |
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I'm wondering if there was a miscalculation when they implemented the patch. I can't figure out (specifically for CoF w/ comet) how they came up with 300 energy cost. If the gain is 10 per .1 sec of cast speed. Wouldn't that be 200? You can test this out by putting in cold snap (cast time of .5 sec and shows an energy cost of 50). So did I miss somewhere where they put in an extra 100 specifically for comet? At first I thought it was the cost multiplier from support, but again it does not apply to cold snap. The build is potentially more viable if white mobs end up giving you close to 20 energy (base 10 + gain modifier). The difference between the skill going off every 10-12 mobs and 25-30 mobs is huge.
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Easiest possible fix for triggered abilities:
"Triggered skills cannot generate Energy." There. Done. No more self-sustaining ultraloops that generate forty thousand spells per second. All triggers have to be triggered by non-triggered skills, so you still have to actually play a build rather than just walk into an area and immediately transform into a walking nuclear apocalypse. She/Her
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I like that idea too
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" Spoken as someone that doesn't play the build. No one cares if the triggered skill generates energy. It's how many times do we have to freeze/chill/shock to make the meta skill go off. 30x in a single area is too much when the skills that trigger it don't do enough dps on their own to keep you alive. |
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This one is too harsh and Diablo-like.
Currently I'm not sure why they even exist. 60 and 100 spirit cost is ridiculous for how little it triggers. Even getting %energy does very little to help so it effectively ruins the monk ascendancy node. Would be better to revert it back to how it was then raise energy requirement and block skills from stripping ailment and immediately retriggering the ailment and giving more energy. At least then you could get back to close to pre-nerf with heavy investment on the tree. If it's staying like this you really need to drastically reduce spirit requirements. I know there really isn't much to use spirit on depending on class literally every option is better. Some of those builds were the most fun I've had in PoE in a long while it's a shame. |
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NO TRIGGERED SKILLS MUST BE ABLE TO GENERATE ENERGY just not for the gem that triggered it.
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