So it seems that the balancing team has something against the condition chill. Here are some direct and indirect nerfs i’ve seen maybe I missed a few so please add. If you think im crazy and the chill condition deserves this treatment please tell me why.
1.
Chill converts to 2 seconds of Resistance. How the hell does that balance out. What they should’ve done is grant Resistance to Tormented players and the might to chilled ones? My reason for the idea is below.
21 skills currently in game that apply chill
This is not even counting….
- 2 underwater skills
- 10 pet skills
- 5 traits that apply chill
- 1 downed skill
- 1 stolen skill(thief)
- activating combo on ice fields
- the kitten load the reaper will be receiving
Also there are 4 runes/sigils that apply chill and one food that does.
Now for the torment applications
7 skills currently in game that apply torment
- 1 trait that applies torment
In addition 3 Runes/Sigils that apply torment
That’s it!
2.
Chill and Cripple no longer affect the distance traveled on dash skills. Lame but I actually brushed this one off. It was hard enough trying to kite warrs and guards with my chillomancer build so this actually crippled our crippling conditions a little bit.
Why doesnt breaking someons leg affect how far they can run or jump anymore lol.
3.
This one is kind of random but I never understood it’s existence. The Superior Rune of Grenth vs Superior Rune of Balthazar battle. Now when it comes to Chill vs Burning conditions you could say burning is superior because it deals high dmg which will win you fights while chill does not a single thing to harm your opponent thus not contributing to wins. But thats not even the case Chill has amazing control effects while burn has awesome dmg effects IMO they are equal so why not treat them equal?
Superior Rune of Grenth:
(1): +25 Condition Damage
(2): +10% Chill Duration
(3): +50 Condition Damage
(4): 25% chance when struck to cause chill for 3 seconds. (Cooldown: 30s)
(5): +100 Condition Damage
(6): +20% chill duration; when you use a healing skill nearby foes are chilled for 3 seconds. Cooldown: 10s
Superior Rune of Balthazar:
(1): +25 Condition Damage
(2): +10% Burning Duration
(3): +50 Condition Damage
(4): +15% burning duration; when you’re struck below 20% health gain quickness for 5 seconds. (Cooldown: 90s)
(5): +100 Condition Damage
(6): +20% burning duration; when you use a heal skill nearby foes are burned for 3 seconds. Cooldown: 10s
Almost mirror images of Chill and Burn abilities except the (4) on Balthazar has 5s of quickness stapled to it. Why doesnt the Grenth counterpart get this?
4.
Almost every class laughs in the face of people who rely on the chill condition with -33% duration traits EVERYWHERE. Ele can dodge roll off 1000s of chill for not just themselves but allies in the area! WTF. Thieves hardcounter chill like a mfer as well. Two skills that cleanse it right off with extremely low cd’s and it doesnt even affect their initiative regen. Not to mention the new trait that grants -50% chill effects. Warrs can charge that kittenty chill right off and soon will not affect their dash skills. Engies laugh at the movement condtions as well and will soon convert chill to resistance without doing a single thing. The new Reapers say kitten you to chill builds with -66% chill duration while in shroud. Hell there’s even a rune set that grants -50% chill duration however nothing like that exists for any other condition.
I play necromancer the only class in the game that can actually cast chill spells with decent uptimes and our chill spells are now next to useless. Trust me necro has enough problems to deal with.