Diamond flasks should be returned in the form of an active skill that consumes power charges

I personally don't believe the Diamond flask should come back at all. It allowed players to crit 100% without needing to invest in crit nodes - utter ridiculousness.

If it were to make a comeback, it would have to be nerfed in some manner. I personally would like 25-40% more crit chance. This would mean players would still have to invest a good portion of passives into crit as well as obtaining crit chance on gear. Given that it's not a 100% crit, a longer duration can be added for a total of 3 seconds, 20Q ups that to 4 seconds.
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Your suggestion would be more op than the original flasks. Even though I use to run around with 5 diamonds I honestly feel the game is better off without them, they are just too powerful for mortal men to handle.
I think you're underestimating GGG's ability to balance the game. Diamond flasks were OP, but so were many things that were removed and reintroduced in one form or another.
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why not change it to a crit multipler multiplier (like double your crit multiplier for x seconds)?
this way no problem with the surgeon mod
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Herpy_Derpleson wrote:
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Real_Wolf wrote:
You ever used the old diamond flasks? Those things were pretty damn broken.

Thats why a timer is better, say if 7 power charges got you 2.1 seconds of gaurenteed crit. It would be quite strong, but even with a super fast cast speed you would struggle to get 7 gaurenteed crits with that.

Sure, its strong. Maybe even too strong there, I"m not trying to balance it, just sounds like an interesting idea. I like the idea of USING charges for something, like immortal call is pretty awesome

Removed due to being broken?

I'm power siphon, 2.1 seconds would likely be MORE hits/damage than 7 guaranteed crits.


So you attack over 3.33 times per second and have 100% accuracy on your power siphon wander? seems likely.

Diamond Flask was sooo grossly OP it can never actually be replaced. However, this isn't too bad of a way of reintroducing the mechanic. The main issue with them previously was that they completely devalued the crit chance modified and put entirely too much emphasis on the crit multiplier. Not sure if this adequately deals with that issue.

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Islidox wrote:
I personally don't believe the Diamond flask should come back at all. It allowed players to crit 100% without needing to invest in crit nodes - utter ridiculousness.

If it were to make a comeback, it would have to be nerfed in some manner. I personally would like 25-40% more crit chance. This would mean players would still have to invest a good portion of passives into crit as well as obtaining crit chance on gear. Given that it's not a 100% crit, a longer duration can be added for a total of 3 seconds, 20Q ups that to 4 seconds.


This is actually very similar to the suggestion I made for fixing them in CB. Make it a multiplicative crit chance multiplier so it synergizes with crit chance mods/nodes but is fairly weak without prior crit investment.
Last edited by thepmrc#0256 on May 9, 2013, 1:20:29 PM
Diamond flasks should just be reintroduced as they were :p
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Last edited by ampdecay#1924 on May 9, 2013, 4:40:30 PM
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ampdecay wrote:
Diamond flasks should just be reintroduced as they were :p


May as well bring back AoF while we are at it lol
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thepmrc wrote:
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ampdecay wrote:
Diamond flasks should just be reintroduced as they were :p


May as well bring back AoF while we are at it lol


and the old catalyze!
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why not change critchance to crit damage? lol
How about consuming 4 charges to guarantee a single crit? It will still have its uses, but you wont be able to sustain it repeatedly. At the most you can use it twice in a row, and that's if you have 7 power charges and get lucky with power charge on critical. Voll's protector might need to be revisited though...
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