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Already in the works.
Edit: I just watched it roll out of the map on cooldown, I am not playing that ability until the rework jeeeesus.
- cleave is slow to activate and mostly he just stands somehwere, spamming cleave into nothingness
- roll is just a random line of damage across your screen. neither does it anything reliable, nor is it ANY good against elites/bosses. the abymal powers related to it dont help either (+20% duration of roll? ...)
maybe he should just cleave while walking around (single hit, short cooldown) and roll should become stomp - aoe where he moves slower and has some mob homing function (very much like upgraded kugelblitz)
Since no one reads the news and such.
Even if it were rolling all the time, it would be weak.
Warlocks are designed to be like necromancers in Diablo, so I thought it would be better to increase the number of summons.
- Warlock and Summons getting reworked
- Invocation Signet has been changed to Invoker's Grasp, Adding more buffs to summons.
- Invoker's Grasp is a glove so it won't block a space for summon rings.
- Summon movement has been improved, they should not be sliding as much anymore.
- Warlock traits have been adjusted to better support summons.
- Golems roll ability was reworked and is now circling the warlock.
- Roll base damage and damage increase for roll duration have been increased.
- Golems attack range has been increased.
- Ability upgrades of the golem have now additional effects and increasing damage rather -than just transform the element.
- Astronomer's Orbs have been fixed to not revert spin duration anymore.
- The effect of range changes has been increased.
- Orbs mass trait move the orbs now more closely to the player.
Circular rolling makes no difference until like last 3 minutes of match, when your hard pressed by enemies - otherwise, a moderately buffed character (80-100 quests and adequate amount of gold) can clear up mobs faster then the golem can roll to them.
Instead of rolling, he could have some kind of leap attack - like barbarian in diablo 2 had - in which he would just jump into the biggest pack of enemies around.
Because he suffers from meager attack power combined with the fact that most of the time he stands idle, or walks instead of attacking. Having DPS update being reliant on golem mastery is also slap in the face - without mastery you can only pick up roll duration.
Taking any other power is guarantee to generate more DPS, and as summons are not an enemy targets, they can't even work as punching bags... so DPS is all that matters.
Not to mention that using golem when moving is horrid - so to utilize it you need to stand still or move within small area, so he will not be pulled back. And this stand in direct contradiction to roaming for powerups/gold.
the rolling now does NOTHING, in my last 30 min run, the roll animation might have hit 2 enemys hard to tell but it might aswell have been Zero
if you go for a rolling circle, that circle has to be atleast 3times wider if not more
atm he just rolls around my char (were are NO enemys)
he also seems to be tethered on a way to close leash:
golem walks to a group of enemys gets there does 1 hit and walks back
suggestions : first if it has to roll make the area in which it rolls wider, an ability has to hit enemys not roll around my char to provide me with something to laugh at.
second give the golem a natural taunt, so part of the enemy onslaught goes for it not the playe, that way there are actually enemys near the golem
thrid, give it a bigger attack range aoe (having it attack super fast doesnt seem to fit to a giant clay monster) but it could have some form of ground stomp attack that has a big AoE attack effect or something like that
I also think they buffed boss hp a bit. Hard to say cuz i don't do exterminator much. https://steamcommunity.com/sharedfiles/filedetails/?id=2986089579
The stars did fantastic damage but they felt terrible to control up until they got splinter. The initial range is too far at times. Orbs did OK but personally i think they'll never be great when other abilities kill before they cycle. They need to cycle much faster or tick multiple times as they move through an enemy.
Golem was meh. When you stand still he will attack close mobs and has a nice wide swing that hits hard, but he's just not fast enough moving enemy to enemy. The roll is still junk and has a tiny radius.