Hexblast must be deleted
And yet, no one has seen the new supports. But wahhhhhhhh.
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" Even if they buffed the damage of the skill into absurdity, it will still be unfessable to use against current monsters that rush you down and hit you 5times a second (made worse cause now you can barely curse them) Even if they add a single support that makes it less clunky, now we have 1 less support gem that will be good broadly cause it was used to fix an issue THEY introduced. And judging that off all the ones teased only one seemed somewhat good I have no faith theyre all going to be so OP they'd make waiting FIFTEEN SECONDS to use a single channel of flameblast ever worth it. |
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Hex blast required an aura to make it work without conditions, and this clearly isnt how GGG wants the skill to operate(like every other skill, just add aura!). There are still too many variables left out to fairly assess where it will be. Sure, now it will require a more active approach from the player, but no one knows if there is a unique that bring this function back, or build choices that alter the feel. If you arent willing to risk finding this out on your own, simply wait until the community figures it out, and copy them if you like the results. Having skills function differently based on how you build is what adds pathing diversity, and theorycrafting potential.
This dooming nonsense is based purely on a lack of imagination by the playerbase. Until the community can figure out the reality of the changes in the grand scheme of the update and game as a whole, everything else is unsubstantiated. |
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" It didnt NEED the aura, in fact I didnt use the blashphemy aura since it had to low range to make it useful for super late game. Now you have to wait 1.5 seconds for the curse to actually apply 5-10 seconds depending on the curse and level to even USE hex-blast on said monster and now it wont even kill the normal mobs around a rare reliably. Even if the numbers on the skill are high af the mecanics are bunk if they add a single support to undo that change that support is worthless for theory crafting as it has a single use case if they add a uniquie that only works on a single build, were getting into D4 territory. Might as well add sets into the game while your at it |
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I can't imagine running a breach and manually cast a curse with a tiny area, wait 1.5 seconds for activation, pray that the mobs are good mobs and don't run outside the circle, waiting another 4 seconds for 50% duration to pass and finally be able to hexblast them...
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and this is why i said its a lack of imagination...
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" do all that and then..they take like 10% of their hp in damage |
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" What if the damage is not 10% of their hp, but much more? What if investing in less duration makes this feel a lot better? What if it feels good not as a skill you spam, but a skill you finish with after a setup? What if there is a unique that alters the way curses work, and in turn change the way hexblast feels? What can i do to take the basic implementation of something in this game, and turn into into something more effective, or fun to use. This is the foundation of theorycrafting, and the philosophy that drives all the players out there that come up with awesome, and unexpected builds. Will it work out that way? I dont know, there are too many variables unknown for any of us to draw a fair conclusion, but dooming right out the gate just paints a picture of a person who isnt willing to think beyond the basics. Either way, any trouble this could cause you is easily avoided by letting someone else that is willing to explore the skill, and find its limitations, than it is to immediately bitch about your unwillingness to do so. There are people out there that arent afraid of spending their time on something that could end up as a failure. Its a huge aspect of the game. Always has been |
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" What if the damage is not 10% of their hp, but much more? What if investing in less duration makes this feel a lot better? What if it feels good not as a skill you spam, but a skill you finish with after a setup? What if there is a unique that alters the way curses work, and in turn change the way hexblast feels? It would have to kill them outright other wise the set up wouldnt feel worth it, no one wants to do mutiple skill rotations to kill white mobs in maps, that isnt engaging its tedious. And a single unique to fix a single build is not the path this game should take, it leads into the d3 "just use this set" mindset which kneecaps any sort of theory crafting outright. What can i do to take the basic implementation of something in this game, and turn into into something more effective, or fun to use. This is the foundation of theorycrafting, and the philosophy that drives all the players out there that come up with awesome, and unexpected builds. Aside from them hiding all info on those 100+ supports and reworked skill tree until release does not give me confidence that it will make up for these changes, since again a support made to undo the damage they did only means that support has a single use case, thus narrowing any sort of build crafting around it. And from what they have shown (syzergy) the payoff is no where near worth the work. |
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"Im not here to play piano. |
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