[FEEDBACK] Skills Not Working Correctly.... (Details inside)

1) Mark of Impurity: Rune - Fate of the Unholy.
"Enemies killed under the mark explode for AOE damage based on % of health".

Currently, this explodes for I think either 15 or 20% of their max health as damage, but then ERRONIOUSLY is getting multiplied by our damage multipliers and bonuses, AS WELL AS can crit!

So that 20% of monster HP, gets multiplied by our ~1000% damage bonus and then if it crits, another ~400% more damage. Which means its dealing like 4,000% * 20% of monsters HP... Which means its about ~800% of the monsters max HP as AOE damage.... This is what is making Mark of Impurity overpowered and why everyone is saying "Nerf Trial Belts". The issue is Mark of Impurity's Rune - Fate of the Unholy that probably SHOULDNT scale off damage multipliers....


2) Juggernaut Skill - weird damage interactions
Juggernaut's recast-explosion is based off max absorption. The main issue is, taking all the runes that increase absorption, as well as "Perpetual Osmosis" which is adding 60% force shield to Juggernauts max absorption. People have been able to stack 200k,300k or even 400k force shield. Which then makes this have a max absorption of ~269k which then AOE explodes for 100M-200M+ in damage.... This max absorption explosion (like Mark of Impurity explosion) also benefits from all our +damage sources. So the Rune - Perpetual Osmosis, probably needs a LARGE nerf if you allow people to stack that much FS... Maybe needs to be changed altogether...

ALSO - Juggernauts damage absorption is factoring in AFTER DR/Block/BlockEff.. So people are stacking 85%-90%+ DR, 100% Block and 75% Efficiency, which JUST the ~29k max absorption through Runes, gives you an Effective HP through Juggernaut alone of around 750k EHP! .... This enables people to do 187 Corrupted runs and take literally 0 damage... Because Juggernaut is applying its absorption AFTER Damage Resist/Block/Etc....

Seems like this ability needs some reworking... Both the rune "Perpetual Osmosis" as well as revisiting WHEN the absorption is being applied... Maybe it should apply BEFORE DR, but AFTER BLOCK?
I'd also recommend Block % be hardcapped at 75% as well, mirroring block eff. Because having 100% block is basically adding an entire second layer of Damage Resist, that is up 100% of the time...

3) Anvil's Woe - Rune: Remnants of Shock
Seems like this should be dealing more damage. I am getting only about 1300-2700 damage per tick with this extra proc that "attacks up to 5x". Seems like this is maybe being based JUST on weapon damage with NO MULTIPLIERS? So while the other two above, are getting the benefits of our +1000% damage bonuses and ~+400% crit damage bonuses... This Rune ISNT? Something seems off in the code here and I am barely getting ANY damage bonus from this Rune....

Replies: 0

Created: 2 years, 6 months ago

Category: Feedback & Suggestions

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