Vinktar's provides 20% leech. If you hit for 250k damage with it, you get a 50k pool leech instance that restores 2% of your max life per second until the pool is exhausted. With 5k life, this instance lasts 50,000/100 = 500 seconds. Hit 10 mobs and you have 20% "regen" (40% with Vaal Pact) for like 10 minutes.Granted I don't really know what the changes to leech duration will impact but was there some huge broken build that I was somehow unaware of? If not, just seems like a slap in the face to anything that isn't using LGOH. They already started buffing ES numbers back up, now they're adding ES leech back into the game while also nerfing life leech (even if it's just quality of life). I can understand putting something off for the next big patch but why throw a nerf in there? Quick way to get back to the "ES is 100000x better than life" meta, IMO.
Just looked at a write-up about the curse changes, didn't know they were gonna make curses maybe viable (depending on how much they lowered boss curse effect reduction) where you need em, which is shaper/guardians/elder/hard bosses. Don't need curses to clear trash mobs, anyways. Here's to hoping it's like 10% reduced effect for normal bosses and 20% for shaper/elder tops, cause otherwise I still don't see a point in using them.
As far as the blasphemy bane thing, I have no idea how it would work, if it will work, but i'm assuming GGG isn't gonna let people run 5curse blasphemies on 35% mana reserve through it.
Enfeeble/Temp Chains going to half effectiveness on Syndicate encounters is hilarious though. That was the only reasonable way to make their damage survivable. Not looking forward to having to auto abandon every map that spawns them on HC.
Are you sure they didn't already have some curse reduction? I'll wait while you Google.Enfeeble/Temp Chains going to half effectiveness on Syndicate encounters is hilarious though. That was the only reasonable way to make their damage survivable. Not looking forward to having to auto abandon every map that spawns them on HC.
Caster Weapon Passives
We've added and adjusted a number of passive tree clusters that affected Staves, Dual Wielding and Shields for casters. These provide powerful bonuses to spells that were previously only found on very generic skills, including a lot of Cast Speed for casters that are Dual Wielding, a lot of damage and defences for those using Shields and bonuses to Area of Effect for staves. We've also made various additions and improvements to some underutilised passives that affect spellcasters.
Critical Strike Chance
Previously, an effect that could critically hit was capped at 5% minimum critical chance, and 95% maximum critical chance. We've set both of these caps to 0% and 100%.
Effects that gave enemies an additional chance to be critically hit have all been changed to instead increase the chance of critical hits against them, or give additional critical chance before modifiers, as if the attacker had critical bonuses against the target rather than an additional chance added on top.
Are you sure they didn't already have some curse reduction? I'll wait while you Google.
They also outlined that they were addressing melee in 3.7. So it's not like they are ignoring the complaints or issues, it's just not right now.