Spells that i think should be nerf & buffed

Been playing since beta and tried various builds and watched other builds too. I have not tested every single spell, but those i have i would like to give my opinion on.

Spells i think should be nerfed

- Bleeding Edge
Base damage: Reduced by 15%
Modifiers
Astral Orbit: The axe now follows you as you move - Reduce damage by 10%

Bleeding Edge is so superior to any form of melee build due to the dps the spell has. My best guess is that 9/10 melee builds revolves around it and therefore doesn't give much room to any other builds to preform well that does not include Bleeding Edge in it.

- Blood for Blood
Modifiers
Sustenance From Obscenity: 30% less Leech on bosses/champions

The spell itself isn't powerful in late game. But during campaign this spell is by far the best healing spell option there is. Beside from spells that directly 1 hits you, i basicly became unkillable. Example last boss in ACT 3 i could stand in the vortex the boss created while being hit by him, without dying because i could heal so much from it.


Spells i think should be buffed

- Deathgazer Railgun
Modifiers
Inflexible Blast: Greatly increases damage, but can only fire when charged to its maximum level. OLD
Inflexible Blast: Guaranteed critical hit, but can only fire when charged to its maximum level. NEW

Judicious Trigger: Increases damage if the shot is released immediately after reaching a charge level. OLD
Precise Aim: Greatly increases the turning movement NEW

These changes i believe would make it more viable to use, because the gameplay is a really fast faced game. It simply takes too long time to charge it up without any garanteed value of the crit damage. Also a lot of the bosses you face has some way of getting close to you really fast which makes the turning around when you charge it feel so cluncky.

Light-bringer
Modifiers
Solar Logos: Grants an additional charge level. OLD
Solar Logos: Increases the area of effect. NEW

The spell is used mainly for utility, and it is quite good for that. But during multiplayer it feels quite clunky to use it on another player during battles. Therefore i think the base area effect could be increased with this modifier to make it feel more useable during battles on other players without having to charge it up all the time.

Anomaly
Modifiers
Erratic Progression: Increases movement speed while you are inside the area of effect. OLD
Erratic Progression: Increases the area of effect. Enemies inside is slowed by 30%. Does not pull enemies into the center NEW

The speed modifier is quite useless due to the area effect on anomaly isn't that big in the first place. Turning it into a slow instead of a pull can synergize well with other builds that is not single point damage oriented.


This is what i think could make the individual spell more balanced. I still want to try out more builds with other spells that i haven't tried yet to see how that feels.

Replies: 1

Created: 4 years, 2 months ago

Category: Feedback & Suggestions

I do not think that any of the skills like bleeding edge have problem with damage(too much or too little). I think the problem is the way the skills function. bleeding edge does not have the damage potential that Avil's has but it is much easier and smoother to use. This is what needs to be addressed first. Skills like Anvil's and Wrath need increase AOE and cast Speed. This would help make them more viable. The fact that bleeding edge is a aoe skill that allows you to maintain some distance and hit everything around you is what makes it seem like it is strong. I think that these issues will be resolved once the developers polish the game a little more. I do think the Apoc skills need a major buff they feel much weaker that your normal skills and is almost useless imo.

(Edited 4 years, 2 months ago)

Created: 4 years, 2 months ago

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