Some clarification about The Trial and Frostweave Quilltuq.
These items are not overpowered. "LOL what a clickbaiter moron", you can say. I will try my best in explaining why the items are not broken, but the skills they associated - are. And to confirm this i ask all of you to clear your minds and understand one very important thing - unique items' stats are locked.
The Trial
Okey, first of all - this belt has really bad stats. These are (i'm assuming stat range is what i've observed):
1. All resistances score 10% - 20%
2. Global Life Leech 1% - 2%
3. Maximum Health 300 - 500
4. Agility 5 - 10
5. Change to inflict the Mark of Impurity on a target when it gets hit
That's it. The belt will have these stats and will not have anything else. Never ever. Stat-wise this belt SUCK. It is plain horrible. 5-10 agility? Are you serious? 1-2% Life leech and 300 HP bonus are laughable stats. Legendary belts can have up to 2000 bonus HP, 40-45% of damage (30%+ just damage), armor, toughness, flat multiple damage types added to attacks / spells. And a socket for your precious block chance. Belt in this game is a dps item, it does not have many defensive rolls, but oh my, you can equip a good belt and say NOW THAT'S ALOTA DAMAGE and smile like a retard in a camera. The stats of The Trial can't be nurfed further - you can't nurf something that is already on the bottom of the lake.
Now the main cheese. The reason. The Big M. The Mark of Impurity chance on attack.
I am really sorry, but skill itself is a mess. Here's a list of the least potent runes it has:
1. Longer duration with cooldown reduction (not matters for us since we apply it on every attack) - 4 runes.
2. Spawning a ghost. He hits like a wet noodle. So, he's irrelevant.
3. Spreads after target's death. Same as before. We atak. We stak. Irrelevant.
Out of 16 runes, 6 of them are irrelevant for us. Making the least 10 of them be good. Let's see them:
1. Increases damage. I dont know precentage, but i assume it's somewhere near 10-20% bonus. 3 runes.
2. Increases chance of inflicting ailments. Again - no percentage, but with current meta this is a way to go. Skipping this - not a chance.
3. Accursed Blade. This is the reason of this belt being so OP. 10 (TEN) Cursed stacks with 100% chance. Synergy with ailment stacking passive nodes from Cabalist tree, Occult Affliction passive in Abyssal Shaper tree is so huge that this passive itself makes spending literally 5 to 8 levels depending on your build just to get there worth it. You get ailment stacks, damage from them, debuff on mobs, stacks on yourself... See what am i getting at?
4. Fate of The Unholy. Almost as powerful and potent as our previous contender for the king of the hill title. The mobs blow up for their maximum HP damage. That is just busted. You can bomb the elites with lots of underlings underling them. Pun intended. Ya know that annoying meatboi asshole that pushes you away? Two times because it's bugged rn? Stack some little pricks under him, kill one of them and see the meatyboi not having time to be surprised the f#ck just happened. And no knockback. Win? Absolute! Also, you kill expedition bosses three times faster if you have a mob dispencer nearby. You know what i'm talking about, that flying pylon that shits
5. Critical damage. With the meta when everybody are specced into Merciless Lethality (assassin tree) and Primordial Insights (Cabalist tree) this one is an obvious choice.
6. Ailment damage. Not even talking about it. Take it.
7. This skill is absolutely busted. It has several (not even one - several) runes that have insane synergy with passives / other skills / runes and overall meta that it is just shameful.
So we agree now that a very good legendary belt doesn't completely negates difference between it and The Trial, but it climbs pretty nearby. I know that people are speedfarming completely without it, using the O'Maley Lucky Belt for better effectiveness. The only possible bug i can think of if that The Trial allows you to have full runed Mark on your enemies while the skill itself is not even on your skill panel. That's stupid, fix it please. Let the only non-runed skill be applied when you dont have it on your bars and fully runed when you have it. That will be fair, at least.
Frostweave Quilltuq
Again, stat-wise:
1. 500 Health
2. 300 Force shield
3. 5-10% movement speed
4. 100-150 passive dodge chance
5. 300-500 force shield on this item
6. 15-20% critical damage
7. 20-30% elemental damage
8. It's passive. In short words - if you have Frost chance wherever in your stats - it's Freeze chance is applied to your Crit chance. But you can no longer Freeze.
This is a rogue chestplate, so you can say orevuar to your surviveability via Salvatory Anchor, because rouge chest passive there is an absolute trash. Nobody cares about dodge in this game. And guess what, the FQ have passive dodge chance in it. Minimal amount of Health and Force shield (again, nobody cares about the Force shield), some minor critical damage and elemental damage. You loose three sockets - and that is a very, very big loss. The passive gives you around 15-20% crit chance. Why so low? Because without the Salvatory Anchor and it's helmet node you will loose so much survivability (around 2k resistances or more with good items) that you have to redistribute your stats from wisdom to toughness, otherwise you wont live long enough to utilize that 40% crit chance that you gain specced in full wisdom.
The Trial do not require a nerf. It itself is a pretty bad item. The skills and mechanics it tied to - do. In my opinion - particulary two runes, Accursed blade should be either completely redone or set to 1 stack, as all other skills like Stasis rune in Trackers Reach does. And Fate of The Unholy nerfed to 10-15% of mob's max HP.
Thank you for your patience guys, and have a good playtime!
Replies: 8
Created: 4 years ago
Category: Feedback & Suggestions