Boneshatter needs help.
Boneshatter feels awesome to use... sometimes. The idea of using an ability to heavy stun and dealing great burst damage is super satisfying. Yet it feels terrible when ANOTHER ability heavy stuns an enemy and thus you can't use Boneshatter. The gameplay devolves into an awkward case of... not trying to fully stun enemies? What the heck?
Boneshatter mechanics need help. Solution: make the trigger for Boneshatter be unique, occurring when an enemy is primed for stun OR shortly after being heavy stunned by another skill (e.g., 2-3 seconds). Also, please make the trigger icon appear instantly over enemy heads. Right now there is a delay of about 1 second and it feels really bad. I almost always end up triggering Boneshatter out of mechanical habit without seeing the icon. " ^ https://www.pathofexile.com/forum/view-thread/3607508 This would fix some of the issues with Crushing Blows hindering Titans more than it helps. Note: If damage buffs from heavy stunning an enemy are a concern, simply add "This skill does not benefit from damage bonuses against Heavy Stunned enemies". It's current design isn't for using after heavy stunning an enemy anyways, so it doesn't change anything. Problem solved. Last edited by Nicksiren#6476 on Dec 12, 2024, 11:18:07 PM Last bumped on Jan 22, 2025, 2:30:20 PM
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" It really only has this problem if you're doing under leveled content. Boneshatter is feeling great as a clear skill in maps for me. I prime with leap slam and bone shatter. Perfect strike for mid hp units and big hammer of the gods for the big bad ones. You may also have too much stun buildup on tree for bone shatter. One of those 2 things is probably causing you this issue. Step 1 is to self reflect.
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" Regardless of the content, my argument is Boneshatter shouldn't work this way. Having other skills (and an entire Ascendancy notable) undermine the skill entirely is awful. It just feels bad mechanically, and at best it takes the fun out of the skill. |
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This seems like a good fix, and one that would make the crit/stun hybrid nodes on the passive tree much more appealing as well. As it stands, I'm wary of them because a crit could cause me to overshoot Boneshatter territory.
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Boneshatter is fine, you're just using the wrong skill for the playstyle you want. It does matter the content because if you are fighting things much weaker than you your going to stun them instantly, negating bone shatters use case. Try another skill.
Step 1 is to self reflect.
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" I'm not sure why you're talking about my playstyle, but once again, I'm only discussing how the skill feels to use the mechanical reasons it does. |
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Ideally, all Boneshatter needs is for its shockwave to trigger once per mob per stun bar and trigger either on Primed or when striking a Heavy Stunned enemy. While not the most useful on bosses (though getting that prime to shatter off feels great) that shockwave is a huge clear booster, especially with hose unreliable Rolling Slam's hit box is (I've had that thing after shock and miss enemies inside the animation numerous times even when I was testing RT, the Heavy Stun knockback is too intense on basically every mob for it to hit them feels like).
Also, allow for faster animation cancel, it's so clunky. |
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Because you are asking the skill to do something completely different than it does... If you're doing under leveled content it doesnt really work. Drop that ego for a moment I'm trying to assist you here.
Step 1 is to self reflect.
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" Correct. Because what it currently does, does not work well. " If you read my solution in the OP, having a trigger also occur shortly after a Heavy Stun from another skill would alleviate the issues REGARDLESS of the content. This has nothing to do with my playstyle or the content. Not sure why you're projecting "my ego" as the reason I'm having to explain this multiple times to you, but ok. Last edited by Nicksiren#6476 on Dec 12, 2024, 2:59:09 PM
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Bump. I'd like to get other people's opinions.
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