Chronomancer Rework Idea
(properly posted in the discussion forum)
Hello, I play Path of Exile and I have an idea on how Chronomancer could function in the future. No, I am a not a game designer, but I feel a kinship with some the ascendancy designers in terms of their ideas for thematic and niche ascendancies versus generic power ascendancies. I have a concept for Chronomancer that I feel is very solid in concept. Please skip this post if you have no interest in fan designed ascendancies or theory crafting fixes for one. (NOTE: I do not hate the chronomancer design/designer/or anyone at GGG, I just have some ideas) SIDENOTE: To the GGG developers if they read this: I know most players want power and damage in every aspect of the game, I'm with you in terms of Theme > Power. However Chronomancer provides very little to any Power and as much as I would love to be a Chronomancer manipulating time with every node, its not enough baseline to bring other players to it. (Names and Number of Nodes are filler for the most part in the following) Starting with NODE 0 NODE 0: Grants Skill: Paradox Form - Paradox Form is our baseline persistent buff that the ascendancy nodes will build on. It could give buffs such as cast speed, energy shield recharge, cooldown recover rate, and it could run off of stacks of something (For the most part of this rework idea this skill fills in a blank for adjustments). - Paradox Form would apply Paradox on Spell hit doing different things based on the next Node chosen. Could also do something really minor baseline, but would have to mediocre at base (like "Life Remnants") - The Important thing is it will be 1 passive point to get with 0 travel. This is important because the player will have no choice but to take this node and players don't like being forced to do anything. I believe if a skill is so relevant to a build that it must be chosen, it shouldn't have travel nodes for it (*cough cough Blood mage) Node 1: - Enemies with Paradox have Z% reduced ailment threshold and Damaging Ailments apply their damage X% faster per stack and have Y% reduced duration per STACK of Paradox. X > Y (Note: Math doesnt matter in this post for the concept is whats on display.) - The idea here is that we lean into the time theme of fast forwarding ailments (and DoTs). Node 2: Ailments and Dots have a X% chance per Paradox to refresh themselves upon expiring then remove Z stacks of paradox. Y% Reduced magnitude of damaging ailments inflicted (for balance) - The idea is for this node to lean into managing big hits and keeping them applied. Could be combined to be baseline with Node 1 and have Node 3 give the chance for refresh to be lucky at the cost of a downside. -These sets of nodes would lean into a DoT playstyle of unending DoTs, provided the player keeps hitting the enemy. Node 3 (from Node 0): Killing enemies with spells gives a X% chance per stack of Paradox to gain a stack of Paradigm to the player. Paradigm: X% More cast speed. Y% cooldown recovery rate. Z% energy shield recharge rate. W% more mana regeneration rate. Per stack of Paradigm. (you get the idea) - These sets of nodes would play into a big hit playstyle using big cooldown spells and ramping up the ability to use them. Alone this node only works for clear but with the next it will work for single target. - Also i think having the stacks of Paradigm falloff 1 at a time is the better play, so if you have to be defensive, you don't lose everything. Node 4: Remove X stacks of Paradox and gain a stack of Paradigm when critically hitting a target. - Simple but effective way to scale the stacks in a boss fight. Node 5: Grants skill: Time Freeze. Time Freeze applies X stacks of Paradox to enemies affected. (With a cooldown) - This gives Time Freeze what it needs; a utility skill with an aspect of power attached. Now the ability has interesting options for damage or defense. For example in a scenario where a big hitting ailment would drop off, the player could use Time Freeze to snapshot the stacks and use it to give the enemy more stacks of paradox. Node 6: When hit by an enemy with Paradox Stacks, remove X% of the stacks and negate Y% of the hit and recoup that amount negated. - Just a defensive node that fits with the theme at play Node 7: Enemies afflicted with Paradox are slowed - Presence can be challenging for squishier builds, so this gives that utility some ranged ability. Node 8: Grants skill: Time snap. Time Snap (in addition to how it works now) also grants the next X amount of spells more cast speed, crit, damage, yada yada per half second of cooldown on the skill. There is a lot that can be done with Chronomancer and I hope GGG finds a good spot for it, regardless of whether anyone reads this or not. Thank you for your time. Any ideas to build off of this or what else could Chronomancer do? Last bumped on Apr 8, 2025, 2:40:58 PM
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Theme <= power
otherwise nobody gonna play class Last edited by RedCorsair#2371 on Apr 8, 2025, 2:41:29 PM
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