SinClaire wrote:The 2.0 patch notes make it sound like the movement penalty for drinking potions has always been a thing.
Has it always been a thing? Because if it is then TIL.
Yes
SinClaire wrote:The 2.0 patch notes make it sound like the movement penalty for drinking potions has always been a thing.
Has it always been a thing? Because if it is then TIL.
masochista wrote:Jesus christ, i just remembered the launch of Sigma. The pure chaos and unability to play for at least first 2-3 hours. Client wouldn't even download. I hope patch will be available to download at least 2-3 hours before start of new season
Zoobedy wrote:ParticuLarry wrote:Another one was Enfilade, which had a cooldown added only for it to be removed by a passive with 5 points. It kinda felt like Rick Astley was singing in the distance when I read the patch notes in these 2 instances tbh.
Indeed. You have to eliminate the cooldown for it to become usable, and stretching that out into a passive as if it's some kind of meaningful choice or upgrade is strange.
"Here's the skill, it doesn't work. Now here's the passive that makes it functional" is quite archaic design at this point...
I understand separating upgrades and synergies from the skills themselves for clarity, but some of these cases were just begging for the condition/limitation/whatever to be scrapped or rolled into the skill as a base effect.
ParticuLarry wrote:Zoobedy wrote:ParticuLarry wrote:Another one was Enfilade, which had a cooldown added only for it to be removed by a passive with 5 points. It kinda felt like Rick Astley was singing in the distance when I read the patch notes in these 2 instances tbh.
Indeed. You have to eliminate the cooldown for it to become usable, and stretching that out into a passive as if it's some kind of meaningful choice or upgrade is strange.
"Here's the skill, it doesn't work. Now here's the passive that makes it functional" is quite archaic design at this point...
I understand separating upgrades and synergies from the skills themselves for clarity, but some of these cases were just begging for the condition/limitation/whatever to be scrapped or rolled into the skill as a base effect.
I think exactly the same, but you managed to put it into words better than me.
There's also a good example for splitting up the skills in Idol of Scosglen. That's actually a meaningful choice. That's where you're not deciding on whether your skill stays garbage or beomes viable, you decide on which playstyle you prefer. That's what I meant when I said the whole system feels unfinished, as if they only managed to finish the basic design, which still needs work in the upcoming patches. I really hope they fix that in future patches and bring us meaningful choices.