Enduring Cry

Dear GGG,

10 seconds duration on a skill that you are supposed to keep up before damage happens is extremely frustrating. It's utterly annoying to have to press that button every 5 seconds.

I know CWDT exists: I shouldn't be forced to use it. Also I prefer having the charges on before combat, before the burst happens than applying them reactively after. There should be a non-frustrating way to keep charges up without this thing.

Also, the Endurance Charge duration nodes are utterly worthless for 1 point: 18% duration? Thanks a whopping 1.8 seconds - what does that solve? You are still pushing the same button every 5 seconds.

Suggestion:
Buff the Endurance Charge Duration node from +18% duration to +200% duration. 30 seconds seems a lot better number for this.

Thanks.
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+18% duration to +200% duration

You mean 100% for both nodes i guess. These nodes need a little buff indeed , 18% increase duration for 1 skill point is not really a good deal currently.
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Yesu написал:
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+18% duration to +200% duration

You mean 100% for both nodes i guess. These nodes need a little buff indeed , 18% increase duration for 1 skill point is not really a good deal currently.


I actually meant +200% per node. Meaning with 1 node: 30s duration. with 2 nodes: 60s duration.
But it can be whatever, just as long I dont ahve to get carpal tunnel spamming that button...
You're taking it to extremes.

18% is indeed completely not worthy of a skill point, I'd rather put it in +10 strength node.
50% per node would be fine, for a total of 100% increased duration, 20 seconds is a lot of time and it shouldn't go up, because who wouldn't use Endurance Charges then? There would be no real downside.

By the way, has anyone tested the "buff duration" nodes? Do they affect charges? Or charges aren't buffs like Blood Rage, etc. ?
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tinko92 написал:
You're taking it to extremes.

18% is indeed completely not worthy of a skill point, I'd rather put it in +10 strength node.
50% per node would be fine, for a total of 100% increased duration, 20 seconds is a lot of time and it shouldn't go up, because who wouldn't use Endurance Charges then? There would be no real downside.

By the way, has anyone tested the "buff duration" nodes? Do they affect charges? Or charges aren't buffs like Blood Rage, etc. ?


Buff duration doesn't affect charges. Nothing does except those nodes. Also, keep in mind that unless you are doing a very specific build, i.e. from templar to duelist or viceversa you won't be having both nodes. So ok 200% may be too much but 50% is still too low. Maybe +100% then...

But in any case the final number is secondary. It needs to last longer...
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tinko92 написал:
You're taking it to extremes.

18% is indeed completely not worthy of a skill point, I'd rather put it in +10 strength node.
50% per node would be fine, for a total of 100% increased duration, 20 seconds is a lot of time and it shouldn't go up, because who wouldn't use Endurance Charges then? There would be no real downside.

Agree with that, but I'd maybe go for 35%, 17 seconds is already quite much too me.

Atm, it's not optimized to take those nodes unless they are on the way.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
You guys have all no idea of game design. Something as enduring cry what if you can easily keep it up is way op due to the big impact it has can not all the way be designed around 2 of the increased duration nodes without which it would be useless after you brilliant feedback ideas here.


While 18% indeed is a bit weak, 200% is just a ridiculous outcome of not being able to use even 18% of your brain. Still 50% would be way too much as well. The correct number for these 2 nodes will be at about 25-30%. Otherwise every single charackter would run 100% of the time with full endurance charges over every map wich means: op, imbalance, no GG.

So, girls ...
I really wonder why people are so foolhardy and think they actually have a good idea. Sure thing 200%. I hope you never get into any position where good decisions are required to be made. big lol.


edit: yes the last guy who posted last, only one who has slightest intuition of how things could work instead of being a child what says "I want I want I want" ..200% rofl
Последняя редакция: LSN#3878. Время: 14 мар. 2014 г., 09:33:53
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LSN написал:
You guys have all no idea of game design. Something as enduring cry what if you can easily keep it up is way op due to the big impact it has can not all the way be designed around 2 of the increased duration nodes without which it would be useless after you brilliant feedback ideas here.


While 18% indeed is a bit weak, 200% is just a ridiculous outcome of not being able to use even 18% of your brain. Still 50% would be way too much as well. The correct number for these 2 nodes will be at about 25-30%. Otherwise every single charackter would run 100% of the time with full endurance charges over every map wich means: op, imbalance, no GG.

So, girls ...
I really wonder why people are so foolhardy and think they actually have a good idea. Sure thing 200%. I hope you never get into any position where good decisions are required to be made. big lol.


edit: yes the last guy who posted last, only one who has slightest intuition of how things could work instead of being a child what says "I want I want I want" ..200% rofl


[Removed by Support]
Последняя редакция: Gary_GGG#0000. Время: 14 мар. 2014 г., 09:38:20
The thing is I really dont want to be mean, but why do people come here and waste everybodies time with such an idiocracy? Endurance charges are already now being utilized by almost every single charackter. If you had just 18% of the brain that I have, it would tell you that you can't just buff something that is op already by 200% duration.


ohh wow now he says gtfo :-/

[Removed by Support]


If anything at all needs a buff in duration, then it is molten shell. Molten shell has a little impact on phys dmg reduction compared to endurance charges and no resistance effect at all. While everybody has an enduring cry in his setup, barely anyone uses molten shell anymore. Molten shell can't be stacked up and cant increase your phys reduction & ele res by 20% with 5 easy to get charges (which is quite the overkill) but just does about 2%-3% (?) phys reduction. It could be increased from 10 to 12-15 seconds imo just to make it a bit more worthwhile (especially the vaal version of the gem which is kinda weak compared to e.g. the cyclone vaal gem that is a bit op these days).
Последняя редакция: Gary_GGG#0000. Время: 14 мар. 2014 г., 11:21:53
Recasting a buff every 10-15 seconds is unfun if all that accomplishes is just maintaining the buff. So I think the problem lies more with Enduring Cry than with Endurance Charges per se, although the two are obviously related.

With the above in mind, one of the following could potentially fix the problem:
-Charges created by Enduring Cry have enhanced duration
-Charges created by Enduring Cry refresh their duration according to a repeatable event, such as killing a monster
-Eliminate casting animation for Enduring Cry so refreshing it does not interfere with gameplay

It would only take 1 of the above, not all 3. Pick the one you prefer. Some of them may be technically challenging, but from the perspective of whether they solve the issue they are still valid options.

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