Quick Note On Hexblast (Limit dmg to 3 instances, no limit to explosions)

Hey, it's me, the resident hexblaster. Here's what I had in mind when making the title.

I understand the reasoning
As of 0.2, the Maximum Explosions limit on Hexblast has become rather strict, and I understand why - if you could cluster a lot of monsters in one pack and blow them all up, it could pop any rare or even a unique to oblivion.

Proposed Concession
Instead of limiting the number of cursed monsters which can trigger a Hexblast explosion, you can instead limit the number of times a single monster can be affected by explosions from the same Hexblast cast.

In other words, when you cast Hexblast, all viably cursed enemies within range explode, but any one monster can be affected up to N times (3 by default).

This solution sets a damage cap at 3 instances of damage from one cast. This encourages clumping monsters together still, but does not discourage trying to affect the same number of spread out enemies, as both methods become viable - only, the latter deals less damage because there is no clumping.

I'm looking forward to the discussion.

Last bumped on Apr 15, 2025, 5:24:45 PM
Well on PS5 you can't see the duration of curses, so Hexblast is close to unplayable from that alone.

If you really wanted to make it work, you can spec into Impending Doom, then when the magnitude changes you cast hexblast. However why use such a jank move when essence drain, contagion is more reliable.

Hexblast should just eat the curse of one mob and do area damage to everything instead of doing cascading triggers. Limited triggers AND the curse duration conditional, is just too many hoops for too little damage.

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