Σ 2.0.6 Patch Notes

Game news and forum updates
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Immortal2563
Grubber
345 | 10
Necro sumoner is a dead build. They split all skills into two parts so it requires more points investment. They have less life and you because the passive is weaker. Knight are just as bugged as mercenaries do nothing unless you get very close to the victim. Hawks still wonder a few seconds about what to do right after being summoned. In the 1.8, even with the extreme equipment it was impossible to run comfortably in the T10-15. Already then they had this build somewhere and now they signed a verdict on it.

The Veil King was only used when you had it with relic and proper offhand to increase life and injury.

The Minnions are still not immortal and that should change in the first place.
CKnightHUE
Invader
9 | 0
Hopefully Shamanic Trance is in the next update
Josko_91
Vampiress
35 | 1
Yes I have, it felt weaker even.
Josko_91
Vampiress
35 | 1
CKnightHUE wrote:Hopefully Shamanic Trance is in the next update


Shamanic Trance should be a passive instead, if you get a +skill or forget to refresh duration, you loose all extra minions and the extra life/damage lol
Bestendigo
Lava Lord
95 | 21
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Toxotes: reduced damage

Yes, they were really challenging on Hell. But i think it should be like that. It's nice to have a challenge. Now they're pretty weak though :P
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dfnord
Prowler
19 | 1
MedianXL wrote:We are looking into the SP savefile corruption


Looking forward to seeing this fixed.
Trashkitten
Stone Warrior
31 | 4
Only 1.5 acts in... but dare I say, melee seems to be outclassing ranged so far. Claw-crucify assassin is absolutely melting everything, while maelstrom is just a slog.
Birimbau
Sasquatch
68 | 4
Summon necro got worse, too many passives that before were innate to the summon skill itself. It broke the build for the way worse. Now you dont have enough points to cover the skills in a satisfactory way.
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Frytas
Onyx Knight
614 | 97
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Birimbau wrote:Summon necro got worse, too many passives that before were innate to the summon skill itself. It broke the build for the way worse. Now you dont have enough points to cover the skills in a satisfactory way.

Skillpoints are managable, but he did get hit pretty damn hard. The lack of death ward-resurgence synergy hurts quite a bit, for example. He's got much less survivability and damage than before, no reason to play him over a totem necro right now.
Birimbau
Sasquatch
68 | 4
Frytas wrote:
Birimbau wrote:Summon necro got worse, too many passives that before were innate to the summon skill itself. It broke the build for the way worse. Now you dont have enough points to cover the skills in a satisfactory way.

Skillpoints are managable, but he did get hit pretty damn hard. The lack of death ward-resurgence synergy hurts quite a bit, for example. He's got much less survivability and damage than before, no reason to play him over a totem necro right now.


It could be improved if all these upgrades were put together in a single super-upgrade which gives the specific bonuses for each summon (not all passives for every summon, but each summon gets its specific upgrade from this very upgrade skill). It could be placed on the left or right side of resurgence.