Fortify Effect
Fortify is intended to be a natural benefit of playing a Melee character, not a primary defence to invest in. Over time we've introduced larger values and more sources of Fortify effect, to the point where it can almost completely mitigate damage from hits. We're aiming for having "40% less damage taken from hits with Fortify" being on the upper end of defensive power achievable with heavy investment, so you can't rely entirely on Fortify. Hence all sources of fortify effect have been reviewed, almost all significantly nerfed or replaced with something that is okay to be stacked.
Depends on what they mean by "heavy investment" I mean traveling to and taking xx amount of nodes to get to 40% as a non melee might not be worth.I don't understand this. Some people were getting fortify who weren't supposed to get fortify so we've nerfed investment into fortify, not the ease of baseline acquisition.
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They really shouldn't have mentioned "Fortify is for melees" if they weren't going to do anything about it. The rest of the paragraph makes sense otherwise. Also, non-melees getting fortify is still a problem.
Ok but you play the aura bot, ok? Carry me!Everyone mega nerfed in to oblivion, aurabots unchanged.
So uh, who wants to party for league launch lol.
Trap throwing speed needs a bit of a boost. It feels too slow starting out. Also, not a huge fan of having to aim them at least somewhat close to the enemy as opposed to mines you can just toss where ever the fuck you want.
I'm assuming you're also picking up Chain Reaction? Doesn't that fuck with charge generation since enemies won't be triggering traps?The aim thing doesn't really feel like a thing once you get cluster traps on the go and have lots of them out and shits exploding everywhere.
I'm assuming you're also picking up Chain Reaction? Doesn't that fuck with charge generation since enemies won't be triggering traps?