Showing Posts For Varil.8206:
I’ve found crit chance to be a little inconsistent. One time I remember(running with the +40/signet trait) using a signet(dropping a precision temporarily), but when it finished recharging my crit chance had changed slightly, by 1-2%. It’d be nice to know what the formula for calculating crit chance is, to better predict how much I want/need at a given level to get an acceptable critical hit chance(assuming I’m not going for 100% crit builds).
It’s relatively minor, but I’d actually like it if the crit-fishing build were more viable at higher levels. The inevitable drop-off of damage, coupled with how dangerous high-level enemies become makes the build really ineffective at higher levels, except in niche situations. Still doable, up to about 70 I could rely on evasion and occasional bow/kiting use to stay alive, but it was definitely far less effective than it used to be.
I think the Fire Elemental would be okay if he did one thing at a time. Give him 3 modes(each visually distinct so you can tell what he’s doing at a glance). Mode 1 summons Embers(with a flashy burst of flame so you see them coming), Mode 2 shoots those fire wave things that move slow but hurt a lot(go ahead and turn up the fire rate here, if this is all he’s doing keep it interesting). Mode 3 drops the firebombs.
If he cycles between modes, this gives the fight a pattern players can react to. They can try to beat back the Embers during Mode 1, finish cleaning them up during 2, and be dealing damage for the latter half of Mode 2 and for the duration of Mode 3, with only the respective attacks to deal with and evade(instead of having to watch everything and dodge multiple attack patterns simultaneously).
Check out the minizones. There are 3 in that central “Citadel”. And I bet at least one of those POI are actually below you.
…but yes, the Black Citadel is a pain in the butt to explore.