A lot of the main spells for the other 2 elements just feel better with infusions and combos but seemingly don't feel as hobbled by themselves. Spark and Arc feel just so nice right out of the box comparatively for example.
I'd love to see Living Bomb just detonate if you exceed its limit (while being able to place multiple seeds on a single target with +limit) but only give the infusion if you popped it the standard way. Incinerate be usable without fuel but empowered with it. And I'm not sure what to do with volcano but it felt so clunky compared to entangle.
Nekros releases a hungry spirit from the land of the dead that quickly seeks out the strongest vessel it can find to possess. The spirit is an invulnerable allied minion that forcefully enters the strongest unit it can find within 20m(ability range) of its summoned location. Upon entry, target receives 5 puncture procs immediately. Each second thereafter, possessed target additionally takes 500 + the %healthdecay of "Shadows of the Dead" in toxin damage (ability power) with a guaranteed poison proc. If target dies while under possession, spirit takes full control of unit converting them into a "Shadow". Enemies that d
Can anyone confirm that the flame reave triggered by the "pyroclasm" node in the surge tree is NOT supposed to contribute stacks towards "rhythm of fire"?
I would really love a more hands on approach to teaching players how to use the various systems in PoE and think quest rewards are the perfect spot.
After you kill Kitava (for the second time before heading into maps) Sin could totally give you a quest item divine vessel and explain how the pantheon expands into mapping. Have the first tier of maps contain 2 bosses with minor power upgrades, and update the pantheon itself to state which map each boss is located along with their name. Could help new players learn the ropes + patch one of the more egregious holes in your fresh character's defenses.
The early rare item quest rewards could also use a facelift. Instead of offering r
What if we just gave fortify the "Unleash Support" treatment and you got stacks of fortify for being in whatever "Close Combat Support's" range is and lost a stack every time you used a non "melee" tagged skill?
Adjust % fortify per stack and max stacks needed accordingly with a few sources of max stacks like unleash has on the tree.
"Fortify Support" could also say give damage per stack of fortify and stack duration increase for characters weaving in and out of melee range (maybe movespeed while in melee?).
Lastly I'd love a keystone or item that converted a percentage of damage over time multiplier to fortify effect or duration but disabled spells/ranged weapons from being equi
I like that this league isn't as zoom zoom. The mechanic requires you slow down and plan a bit. Which is fine on its own... but, just doesn't couple well with any of the forced zoom zoom. That's really my biggest complaint with the direction of the game; arbitrarily slowing down some parts but not others.
The league mechanic is asking for your full attention to strategize and not pop an immunity you have no way around etc. etc. but you've got a slow drip of monsters coming in waving their tails in your face or a delirium countdown, or an on-death effect that's about to on-death you or whatever.
It's really hard to gauge the people who legitimately don't want the game to be slowed dow
The prefix pool for minion builds is kinda sad. A magic weapon is equally as good as a rare weapon (1 hand anyway) as the only minion affixes are suffixes, and there's no defensive prefixes.