An elegant way to balance Cast When Damage Taken
Interjecting for a moment here.
My favorite skill in the game, cyclone, suddenly became viable with the inclusion of this the CWDT gem. Before, you'd have to interrupt your cyclone (and thus your damage and life sustain) just to cast annoying animation based spells like EC and MS. With this AMAZING new gem, (most likely inspired by MedianXLs many CoH passives), I can constantly cyclone into mobs, and I don't have to interrupt my actions to cast spells and possibly be stunlocked by Shield Chargers or other such high stun mobs. My map clear speed increased a lot, and my general enjoyment of the game increased as well. The gem itself is fine, it's somewhat like the gambit system from FF12, and I think it shouldn't be changed too drastically. Perhaps inversing the life cost from HIGH to LOW (as previously mentioned in the thread) would be a good change, but the skill itself is otherwise perfect, allowing build to optimize around other things and not MANAGING YOUR DAMN ENDURANCE CHARGES. Seriously, leave this gem alone, if you don't like it, then just don't use it. It doesn't hinder your gameplay in anyway, and it was an incredibly needed buff for melee based characters. |
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" So you are saying lets leave something in the game and not change anything. "If you don't like it, then just don't use it" The problem is that its pointless having a level 1 only gem. THAT is the problem. No one is saying it shouldn't work at all, or that we should make it impossible to use, please stop with the strawman arguments. But it DEFINITELY needs something to change, and we are trying to work out the best solution so that hopefully GGG will have a read, and as such won't make a bad decision regarding the change. Because regardless, at the moment this is used entirely for defensive skills, at level 1 skill gem, with no reason to level the gem further |
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Cast when damage taken does not need a nerf. IT is the very reason why melee characters are viable now.
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" So you feel that it is perfectly fine that the skkillgem gets comparitvely worse as you level it for 99% of the usage it is being used for? You think that we should have more 'level 1 only' skill gems? |
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" Depends on what they contribute. In this case, even though it is a no-brain gem, what it does is so important that it needs to stay that way: it buffs melees in party play and it buffs solo play. As for "level 1 only": Lol, you are talking to a person who had cleave (before they nerfed it to the ground) gem stuck at lv5 due to it being the most efficient point there (unless you used soul taker). |
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" Fine. I don't see anyone who wants to "nerf" CWDT in this thread. It's not overpowered and we all appreciate its benefits. What I see are players eager to keep their free lunch without paying any cost for it at all. If that is actually what you want, can you just say so without screaming bloody murder about so-called "nerfs"? Последняя редакция: RogueMage#7621. Время: 28 окт. 2013 г., 21:57:19
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" It is not a free lunch. In nemesis, you either have to reach act 3 library in merciless, which is a big accomplishment there, or you have to pay 9-10 chaos. There is no thing as a free lunch. Oh ya, Nemesis is the only league that should matter when it comes to balancing, in case it wasn't a self-evident fact. |
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" Don't be obtuse. We're not discussing what it take to acquire the gem, it's the nonexistent cost of using it that's the issue. The "free lunch" is using a lvl-1 gem that automatically casts skills at zero cost, and without interrupting your actions. No cost, no drawback, and no need to level it up. Ultimately, you can build a fully automated drone, a botter's dream come true. |
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So you are arguing that mana cost of cleave increasing with level, while its dps does not if you are doing ele cleave, is the reason that cleave is best to leave at level 5?
While at the same time saying that the 'free to cast' skill of CWDT is fine because of this other gem? Really? The reason you don't increase the cleave gem is because if you did so, it would cost you more mana, which is a bigger drain on resources, so its all resource management. if you could sustain it at level 20 you probably would for the same reason, its stronger then. This gem you don't increase not because of any drain on resources, its not that you have to make a decision about whether or not its sustainable to your mana pool, health pool, or anything. its because it WORKS better at level 1 for its PRIMARY use of defensive skills that aren't dps skills. And this will ALWAYS be the case, unless it has some inherent benefit to levelling. Take for example your lovely cleave. Why do you not leave it at level 1? Why level it to level 5? Is it because you get a free dps increase to level it, while at the same time not having an increased mana cost? This means its pretty obvious that you should level it to level 5. Thats a decision you made based upon it getting better when levelled, but at level 6 its not gaining enough to be worth the increased mana cost is it? Please do a similar analysis for levelling it from level 1->2, outside of dps skills that aren't used, and the 'odd one out' immortal call, when would you ever level this gem? |
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" By that logic, GGG shouldn't have removed the aura reservation trick bug exploit with Alpha's Howl and Blood Magic. That wasn't a free lunch either, because you had to pay to get Alpha's Howl, right? Need game info? Check out the Wiki at: https://www.poewiki.net/
Contact support@grindinggear.com for account issues. Check out How to Report Bugs + Post Images at: https://www.pathofexile.com/forum/view-thread/18347 |
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