Deadly Infusion should be halved or something

Shadow/Assassin "notable" on Ascendancy tree
10% increased Critical Strike Multiplier per Power Charge
+0.5% Base Critical Strike Chance per Power Charge

I normally don't advocate the nerf of anything which hasn't even seen the light of play yet; however, in this case I feel I must make an exception. This is the single most OP Ascendancy feature, period; it stands over everything else every released Ascendancy class can do, and by a lot.

So what we're talking about here, with just the Shadow area power charge and the Merciless Bandit reward, is 20-50% more critical strike chance, depending on the weapon/skill used, and 50% increased critical strike multiplier. And that's just a mild example; with some builds, Deadly Infusion can mean doubled critical strike chance and 100% increased critical strike multiplier.

That's just insane.

The core concept of Deadly Infusion is already a very attractive, potentially build-defining thing. It gives the Assassin the ability to crit reliably with spells and weapons which normally do not crit reliably, such as Terminus Est, Cold Snap... there's a lot of cool build space there. But it doesn't need nearly as much raw power in order to accomplish this, assuming these builds commit to Power Charges sufficiently.

My suggestion: halve it, before it has a chance to turn every crit build into a shadow. 5% increased critical strike multiplier and 0.25% base critical chance per power charge is plenty, because even with a very modest 4 charges that's about 25% more critical strike chance and 20% increased critical multiplier for those spells and weapon with a low base critical chance. With high commitment, more like 50% more critical chance and 40% increased critical multiplier -- which is still huge.

Edit: Alternatively, the power of the notable could be spread out between two different types of charges, such as...
  • Unstable Infusion
    5% chance to gain a Frenzy Charge on Critical Strike
    5% chance to gain a Power Charge on non-Critical Strike
  • Deadly Infusion
    10% increased Critical Strike Multiplier per Frenzy Charge
    +0.5% base Critical Strike Chance per Power Charge
  • Basic nodes on the way to Deadly Infusion changed to 12% Power charge duration, 12% Frenzy charge duration (instead of 10% Power charge duration, 15% critical strike chance).
This would allow the player to decide what aspect of Deadly Infusion they wanted to focus on, rather than just granting players the whole thing.

I don't like being on a nerf wagon but I think it would be a shame if Ascendancy came out and everyone just kept on playing Shadow, especially since that's just what they did this patch.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Última edição por ScrotieMcB#2697 em 2 de jan. de 2016 14:24:08
Último bump em 28 de jun. de 2016 10:17:44
Este post foi automaticamente arquivado. As respostas foram desabilitadas.
^I agree with the core sentiment, but i would simply remove the critical strike multiplier bonus and keep the base crit chance bonus.

Maybe even introduce a mild critical multiplier nerf to the node.

This highlights its build enabling niche functionality and evens out with the ability to crit more often for all non-niche builds.

Like you say, adding base crit is an extremely valuable perk.(both in meta builds and in allowing niche new concepts) i don't see any issue with highlighting "crit more, but deal a bit of less damage for it per crit"

as in, highlight the ailments functionality or in niche builds simply the ability to crit reliably.

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
@boem
Perhaps another way to balance the situation would be to split up the bonuses so it's very difficult to achieve both simultaneously. For example...

Unstable Infusion
5% chance to gain a Power Charge on non-Critical Strike
5% chance to gain a Frenzy Charge on Critical Strike

Deadly Infusion
10% increased Critical Strike Multiplier per Power Charge
+0.5% base Critical Strike Chance per Frenzy Charge
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Última edição por ScrotieMcB#2697 em 2 de jan. de 2016 11:04:33
You balance people make me sick how about you wait for the entire fucking patch before screaming nerf eh?

There's too many variables missing like wtf are they going to do the mobs to counter our ''power'' in terms of us being accident etc there's nothing insane right now all you're doing is making I'M GOING TO BECOME A GOD without knowing the facts.

Dys an sohm
Rohs an kyn
Sahl djahs afah
Mah morn narr
are you really discussing pre-pre-preview of something that is maybe coming out in few months? really?

guys, these numbers, skills, perks etc are going to change many times over. each time i see/hear someone saying that this ascendancy class will change/fix this and that i laugh


still want to theorycraft some numbers? i'd like to remind you of Blasphemy and 25% of reservation

side note: if a 'crit' perk looks too good you can be sure it will remain so. i bet some of the developers has a dog named Crit and there is no way harm comes his way..

then people would drop finding a way to get power charges and find a way to get frenzy charges

the .5 base crit is not something you wanna pass up

im already trying to minimize my crit chance for assassin but it turns out having 4 power charges is already enough to give me more than 90% crit, so im not going to that route. but imagine someone else with really low crit

and remember frenzy give more damage

"
You balance people make me sick how about you wait for the entire fucking patch before screaming nerf eh?


what do you expect? theres no beta server
Did I ever tell you what the definition of insanity is? Insanity is doing the exact... same fucking thing... over and over again expecting... shit to change... That. Is. Crazy. thinking: "This time is gonna be different. No, no, no please... This time is gonna be different."

-Path of Exile
I know Frenzy charges are good times, I just figure splitting it up would require players to have a very dedicated build to squeeze everything out of Deadly Infusion. I figure you'd have more Deadly Infusion build diversity that way, as it would force a choice between Power and Frenzy charges more often than not.

Either that, or keep it Power Charge only, and halve it.

@I_NO: You, I'm ignoring.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Última edição por ScrotieMcB#2697 em 2 de jan. de 2016 11:13:02
"
I_NO escreveu:
There's too many variables missing like wtf are they going to do the mobs to counter our ''power'' in terms of us being accident etc there's nothing insane right now all you're doing is making I'M GOING TO BECOME A GOD without knowing the facts.


Realistically speaking, nothing. Pretty sure the "us" you count yourself in is a group that no longer gives a shit about any monster buffs, simply because there's too much power already available (running Core Malachai on 3k hp huh?).

GGG has already given certain part of the player base (the ones who know what they are doing, basically) too much power, and you can't balance that with mob modifications anymore. 'Tis impossible.
[s]only mindless sheep think labyrinth is OK to have in PoE.[/s]
okay nevermind labyrinth, fix dx9 blackscreen instead...
"
mynameisonlyforthegods escreveu:
"
I_NO escreveu:
There's too many variables missing like wtf are they going to do the mobs to counter our ''power'' in terms of us being accident etc there's nothing insane right now all you're doing is making I'M GOING TO BECOME A GOD without knowing the facts.


Realistically speaking, nothing. Pretty sure the "us" you count yourself in is a group that no longer gives a shit about any monster buffs, simply because there's too much power already available (running Core Malachai on 3k hp huh?).

GGG has already given certain part of the player base (the ones who know what they are doing, basically) too much power, and you can't balance that with mob modifications anymore. 'Tis impossible.


Hey I work for my 3k health doing a fucking Malachai core run and his dumbass drops a geyser leave me alone :(
Dys an sohm
Rohs an kyn
Sahl djahs afah
Mah morn narr
Última edição por Coconutdoggy#1805 em 2 de jan. de 2016 11:09:01
"
ScrotieMcB escreveu:
I know Frenzy charges are good times, I just figure splitting it up would require players to have a very dedicated build to squeeze everything out of Deadly Infusion. I figure you'd have more Deadly Infusion build diversity that way, as it would force a choice between Power and Frenzy charges more often than not.

Either that, or keep it Power Charge only, and halve it.

@I_NO: You, I'm ignoring.


Oh no I'm being ignored by some guy who likes making baseless assumptions but he doesn't know what's going to come will it change? Is it preview? What will they do but hey we can scream and scream like the reddit people and cry for a nerf man listen to Siderat guy.

WHAT WILL I DO?
Dys an sohm
Rohs an kyn
Sahl djahs afah
Mah morn narr
Última edição por Coconutdoggy#1805 em 2 de jan. de 2016 11:17:38

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