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I just unlocked Blizzard using by using the Blood Orb build and just running in circles spamming. It was slow but boss fights maybe took 4 minutes? The max hp dmg was always in 4 digits.
Ice has been the worst for me so far which sucks because I love the visuals.
You unlocked the blood orb, meaning the poison build. That's what I'm saying, the poison build for % to max HP is the only way to viably play blizzard. I've tried both melee only builds which is lightning and ice and both of them suffer from Too high of HP differences on blizzard mode. I had the frost causes % hp and ink which was another 8% which the ink had an all the time proc chance when it hit of 35%. Meaning each time a fire missle hit it did 8% of the bosses HP. Ontop of that, I had a sword that had 18% chance to hit 4x the damage and 0.01% chance to instant kill (Yes even bosses.) with developer rage. I was in no way unready for this fight, but jesus the boss HP is stupid without poison or bleed.
Yea I thought an Ice build that auto procced the sheath would be strong but that damage was embarrassing even vs mobs.
If it was a case where I was "unkillable" but lacked dps I'd be fine but lacking damage and still not being able to facetank felt disappointing.
With Orb I was able to get let my passive dmg melt everything and also heal more than the damage I was taking. Trivial is an understatement lol.
Ghostly (50% dmg and true dmg when activated)
Cube (2 second shield for every dmg proc)
Herb (that shortens sheath cd)
And something else
Just tried another run for the hell of it with drunken song, which offers poison damage. Got two ink flame, a phoenix and I honestly can't remember my other relic.
Looked a little something like this.
https://clips.twitch.tv/MuddyCleverRhinocerosUnSane-D0mXYLUzvSx-_h2S
And as expected, the bosses were a joke/push over.
Drunken song gets some of the most OP sects I've seen in this game. HP when down, a ressurect, venom damage, backdraft jumping, explosions etc. All of which results in stuff like what I showed.
I then tried poison build which was a lot more damage, then went to fire/lightning statues which also did pretty decent damage. Only problem is frost, which even when you pick the 5% hp shreder skill, it's still too low damage for a statue.
I feel like the point of blizzard is to test end-game 4/4 legendary relic combinations with Impossible quality swords. This is one of the reason why bosses don't do much damage but they have huge amounts of hp. The thing with poison statue is that it's both too safe to play while also doing same or more damage than any other statue.
My overall point is to nerf %based builds or buffing the flat damage/crit builds cause right now, you need something extremely optimal to compete as non-element/non-dot phys builds.
Better yet, give phys builds a low chance crit that does more than the other builds average %based dmg on blizzard, and balance the game around that difficulty.
You really need to reroll at the start until you get a good elixir for your build (Tricolor crystal for lightning for example or the +Healing effect one for blood clots) and have some lucky early skill books. Sometimes its worth to just restart at chapter 2 if you didnt get anything good.
Bosses being open to frost cc, with cooldown, would probably be too busted huh?
Thing is, you can get the bonus from frost damage/frozen with the right Sects/relics, but it pales in comparison to % based HP. The final boss on blizzard has so much damn HP it isn't funny. It's doable, yes, but more HP doesn't make a fight harder, it never has. If it was easy on normal, it's easy on impossible, just takes longer. Punishing flat damage builds is kinda silly and even if they raise the damage (Which would have to be considerable.) it would still not be enough due to the way % damage just dominates.
I want to run a meme build with heart of hatred, damnation and the death spell, just to have like 800% more damage but die in one hit and see how much flat damage actually "Could" do in specific situations. I still think %'s will beat it out.
It probably will be beaten by the 300k dot ticks from optimised %'s builds, except the fact that these builds are mostly tanky when you will probably die in half a combo from the last boss.
Essentialy last boss on blizzard is like a target dummy for people to test the maximum damage possible. So giving the boss like 2 mil hp, it will make the %s an auto-winner when compared to anything else. So yes, maybe the %'s need a nerf in a way that they should do flat damage + a small amount of % based hp, instead of outright a massive, stackable chunk of %. League has the same formula on %hp dot damage items that scale with ability power. It's flat damage + very small amount of %.
Other flat damage builds like Sunray will have a hard time shaving the last 2 bosses hp.
I must be doing something wrong. I just got done trying to do a Swift Shadow attempt on Blizzard and after about 8 or so minutes of trying to get the concubine to be dead and she still have half her health I just quit the run. Normal rooms in palace were taking like 10 minutes. Had near infinite uptime on the sheath ability too. Couldn't get a single hit above 1k and that was after doing my damnedest to get it there. Hell, even stopped taking health upgrades from distilling after act 1
Edit: Forgot I took footage of how deafening it was to see how it was looking at act 3. Biggest addition was getting legendary sands of time and using it for the movespeed on flicker and 50% of movespeed as all damage. https://www.youtube.com/watch?v=2rLkUtssLOo&ab_channel=ShinnyMetal
Thunder swift can have a lot of damage this is true, but you need to get specific sects and or relics to make it work. Where as poison/toxin doesn't need any of that. They just need 1, which is silly. The reason it is silly is because of a % damage multiplier and honestly, if the devs wanna bolster the HP of the enemies to such a degree, then I think true damage on some things (Primarily melee attack modifiers.) should turn into % damage. While bypassing defense is fantastic, chunking a % of their HP is better. It just isn't fun to hit that wall for 0 reason.
I tried a normal run yesterday for the hell of it on blizzard with the sole intention of getting damnation. I took every damage modifier I could with the damnation impossible sword for the extra 30% chance to proc the ability of 300% damage increase and it ultimately led to me wasting my time, as the damage numbers simply were not there. In that same run, I unlocked the blood/toxin tree or mother Trinity and did a run for fun. Imagine my surprise when nothing but a ZOMBIE FINGER did more than 300% damage increase on a melee lol.
Some interesting findings were the Excalibur: Truly Ordinary, the 2nd unique effect works on bosses if you're lucky enough to proc it.
It will 1shot the sub bosses, but it will only deal enough to trigger the next phase if it procs on main bosses.