![]() My idea of Vaal Skill is to preserve the concept and feel of "ultimate skill", so I'm definitely not interested in having people spam Vaal Skills all over the place. But that's a different matter and needs to be fixed - it has nothing to do with Vaal Skills or the concept behind Surgeon mod. And I like I have to be smart with how I use them so I don't run out. Not because it does tons of damage but for its utility. ![]() So essentially I was using Vaal Storm Call as an extra curse that does a little damage over time and subtracts 50% fire resist.Ītm, I'm using Vaal Lightning Trap for it's guaranteed shock effect so that I can get more damage out of Celestial Punishment node when I need to. And no, herald of thunder could not accomplish that. So I could use it not for damage, but just to keep EE going without having to slow down my fireball spam. And then I realized that you can keep Vaal Storm Call running almost indefinitely. You have to fine tune what you are doing to draw the potential out.Īnd a lesser example is from person experience when I was making an Elemental Equilbrium character and I was looking for a good way to be able to constantly get the EE up without having to slow down my main skill's spam. It wasn't balanced for generic usage in any number of random builds. Instead, Vaal skills invite you to use them in interesting, unexpected ways.įor example Vaal molten shell has a very interesting synergy with Scold's Bridle. I like the fact that they don't work in as generic a fashion as say, arc, where u just pump up damage and spam them. What if Vaal gems had, say, a 10% chance to gain a soul each time you attack/make a hit? Something that doesn't rely on passives, nor on actually killing entire enemies. Nurvus talked about generating charges on Vaal gems through other means that were accessible by keystones - but again, this is extremely niche. I know people prefer more constant forms of "charging/replenishing" than on-kill effects, by the popularity of Surgeon's affixes on flasks, and by the lack of "life on kill" that is seen/suggested EVERYWHERE. Why do you think the reworks of Brutus and Merveil gave them the ability to summon? So all the on-kill effects would still be useful. So GGG must employ all bosses with the ability to summon. Having this mechanic, especially for many different things (Vaal skills, flasks, etc) means that a boss who doesn't summon minions will probably be that much harder. While it is more useful for trash mobs than Vaal skills probably will be, how annoying would it be to get to a boss and just not have enough charges for it to have any affect? Again, maybe it's just me, but I get this exact same feeling with Vaal skills. OH, and when I kill this boss, I don't even get rewarded by having the Vaal gem become entirely/mostly charged! So by the next boss, which could be the next mob. And what if you come across that crazy boss straight after you enter a map? Oh cool, that planning I put into my Vaal skill, and having it take up a skill gem slot. Sure, they can speed up the killing of trash mobs, but they're not really needed. Life on kill, mana on kill, charging Vaal skills, etc, are mostly useful during crazy boss fights. It assumes you'll be killing a moderate amount of mobs, all the time.īut we don't need "generate on kill" for trash mobs. But, IMO, having things that generate from kills causes problems for ARPGs. If they're meant to be like that, fine, whatever. But none of these suggestions address what I see as an "issue" - Vaal skills are clunky and extremely niche. I'm glad there's some discussion on this topic.
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