could crushing blow work for poe
" i dont feel like it restricting anything, to have an unarmed attack build you need either of 2 unique items to build around, this opens up unarmed builds that dont rly on those to work… an eksample would be the old version of artic armor where you need to maintain the manadrain of it to make it a super effect defensive ability… they nerfed that cause it was too strong though… as for supports this might open up for supports that are not damage focused and more defensive focused… when was the last time you would see anyone useing stuff like life gain on hit or mana gain on hit, or reduced mana cost for that matter, it isnt being used… this would open up for more diverse use of the support gems that are hardly ever used. there will always be support that are better for an abilty then others … its always gonna be something that better for it then others in any build. feks you could go for a coc like this or the helmet that uses supported spells when you spend more then 200 mana … stuff like that, there no limitations in that regard and might even make for some interesting concepts. |
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The monster will not deal damage to itself lol.
You deal damage to the mob, period. Culling strike does not deal damage, it kills the target The OP does not understanad PoE's basic mechanisms ( not enough at all at least ) and seemingly cannot understand input from other players regarding it ( who know much better ). SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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" No? You play your raider as you always would and just press x when entering the boss room. No weapon in the second slot just shield. 8 hits and the thing is down. No dedicated unarmed build required Edit: ohhh, i misunderstood... yeah well, it might be a third option for unarmed, that much i give you. Also for the problem of scaling damage... or to be precise NOT scaling it: why not phrase it like "enemy loses 1/4 of max life on hit" There, no damage just life loss. The mana cost issue could probably be bypassed with EB rather easily. Последняя редакция: Scherge#6940. Время: 7 февр. 2019 г., 23:45:02
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" So .... adding an unscalable skill in a game where character progression is everything and skills can be linked to up to 7 supports to 'modify' (read = boost) them ? Let's be pragmatic for a second please ... SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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" What can i say? That's how i understood the concept. Edit: scaled by attack speed is what i gathered. Последняя редакция: Scherge#6940. Время: 7 февр. 2019 г., 23:49:05
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Oh it wasn't directed at you as if it was your idea, I'm just pointing out that this just could not fit in PoE.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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" Not a fan either myself. |
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short answer no cuz in PoE hit rate scales/varies way more ridiculously than in diablo II. Some builds could hit like twice per second while others hit over 25.
Of course if it just does not work on unique monsters then why not. Could even become a utility thing against really hard to kill essence monsters or something if those are still around. |
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This would make rt builds pretty OP considering stuff like slayer with culling strike could easily finish the job.
I do think rt builds could use some nice qol buffs to dmg considering how powerful crit builds are with how easy it is to get accuracy and scale multiplier but I feel if you had a CB mechanic almost everyone would be going rt with cb at that point high mana cost could be circumvented with passives and items, youd probably have to have a cooldown implemented on the skill if you actually wanted it to not be super abused. One idea that comes to mind is maybe incorporate crushing blow in with focus mode,so something like 'deal x% of monsters total /remaining life per hit while focused' sounds like it would be a great buff to builds that dont do a lot of dmg but still not core for a build since focus has a relatively long cooldown |
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" Isn't focus like 4 seconds? How often do some people manage to attack in that time frame? My idea would be to make it based more on current life and not max life. The actual dmg you're dealing will decrease with the enemies health. |
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