An elegant way to balance Cast When Damage Taken
I dunno.
For mine, the problem isn't the lack of mana being used on cast but moreso that the gem is best at Lvl1 with no incentive to level it up. Even when used for casting defensive spells, it should get better as it levels up rather than worse. OB: BazzVone - 83 Dual Spork Totem Templar /w CI and minions
CB: BazzVfourteen - 80 Dual Spork Totem Templar /w CI CB: BazzVtwo - 73 Dual Spork Totem/LS Templar CB: BazzVseven - 76 Lightning Strike Mara CB: BazzVfive - 78 Lightning Strike Mara |
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" I agree that its a good implementaiton. no one is saying 'lets remove it' Everyone is saying 'lets balance it, by making it a CHOICE' Something like having increased mana cost, or even just having a mana cost, having a skill delay, an internal cooldown, anyhting to make it so you can't just constantly cas tit. And as Bazz said, also the issue that its better at level 1 than level 20. Perhaps have it inverse, where the 'trigger' health decreases as you level it up, so a level 1 gem you have to take 90% of your health, and a level 20 gem 10% Make it based ona % of your health+es aswell, so that its a ehp taken rather than just a flat number |
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Another solution is to make its trigger percentage based like other conditional support gems. Like this: Cast When Damage Taken: 10% chance to cast supported skills when you take damage(at lvl 1)
Two-handed - Mop
Dual Wield - Slippers One-handed & Shield (close combat) - Brush & Basin One-handed & Shield (ranged) - Hair Dryer & Mirror Main-hand & Off-hand (evil witch) - Sponge & Soap |
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This skill improved the game a lot. Its less tendious, its fun, its cool to look at.
Get your hands away from it. I dont want to cast enduring cry myself. The only really broken combo is decoy totem .... |
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I just want to say that there is nothing whatsoever elegant or play-friendly about losing mana due due to automatic, random events. You're about to cast a skill, you're depending on it to survive, and... oops, you got hit, mana's gone. Reep.
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.
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" I'm that Morty guy.
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shouldn't it just give a chance to cast x when y damage threshold is crossed?
maybe 30% or lower Let the games begin
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" It gets that done via lower damage and a damage threshold. If it only had a certain chance of activating, I'd want it to also activate irregardless of the chunk of damage taken. The big issue, apparently, is the auto-casting of things like molten shell. However the big issue is really that it only nukes damage. The obvious answer would be if it's affix said "Gems are only 30% effective". Applying to how long they last, what effects they provide, everything. I personally don't find the gem overpowered, but if people are going to seek a solution their solution should at LEAST actually apply to the issue they are trying to resolve. A scion may be born of the rich, and as such hold more opportunity...
but a scion will never be able to appreciate the finer beauty of those less fortunate. |
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I absolutely agree that something should be done about this gem. As cool as it is it is just way too good. At the moment there is no reason not to use this gem but not having one. I understand and agree that it is great to have a possibility to automate the tedious recasting of certain abilities but it shouldn't be an autopilot. It has to involve some decisions. And that's the point where CWDT fails at the moment.
I understand the OP's reasoning for his suggestion but I don't think it is the best solution. Let's face it, the best thing about this gem is that it is reliable and doesn't force you to build around it. That's amazing and I think this should be kept when balancing the gem. The OP's suggestion changes that - you would have to worry about resources. Also, I think ScrotieMcB has a good point, running out of mana because of automatic events isn't engaging design. So, what should be done? I think a good solution would be the following changes: - CWDT has a cooldown, something like 4 to 6 seconds, i.e. it can't trigger over and over again within seconds. - When it triggers it only casts one of the skills attached to it. So, what does that mean? If you want a reliable uptime of either Enduring Cry, Molten Shell or Enfeeble (to use the seemingly most popular combination), it is still possible. You can choose one of them and you are fine. However, when you link more than one gem, you might lose your endurance charges. Or an enemy might be able to attack you without being enfeebled. |
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Even with 2 of these gems I was not be able to kill Dominus on Merciless without dying, and I used my very Tanky Marauder. So this support gem can't be OP. ;)
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